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Flow v1.3
Krzysiek Justyński edited this page Jan 17, 2023
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54 revisions
November 15, 2022.
This release includes pull requests from the community: ArseniyZvezda (Arseniy Zvezda), Bargestt, Cchnn, dnault1, DoubleDeez (Dylan Dumesnil), iknowDavenMC, jhartikainen (Jani Hartikainen), Mephiztopheles (Markus Ahrweiler), ryanjon2040, seimei0083, sturcotte06.
This is the first release for UE 5.1, and the last one for UE 4.26, 4.27.
Flow Solo (sample project) releases
- Signal Modes features provides a solution for modifying Flow Graphs post-launch, once players already have SaveGames with serialized graph state.
- It's a debugging feature available from Pin's context menu during PIE.
- Allows pushing the graph execution in case of blockers, i.e. specific node doesn't work for whatever reason and we want to continue playtesting.
- It works both on Input pins and Output pins. You can even trigger unconnected Input pins this way.
- (UE 5.1+) Implemented Asset Search for Flow Assets. It's now possible to use properties of Flow Assets and Flow Nodes. See this short documentation.
- (UE 5.1+) Implemented Visual Diff for Flow Assets. See this short documentation.
- Added
AllowedAssetClasses
&DeniedAssetClasses
to the Flow Node class. Flow Node class now can be defined in which Flow Asset class can be placed. So it's another way of defining it - as the Flow Asset class has had a similar list of Flow Node classes for a long time. - Added
OnActivate
event, called while activating the node (executing any input for the first time). (contributed by Cchnn). - Refactored numbered pins support, so it would fully safe to add regular pins.
- Added
CanFinishGraph
method, so the logic of finishing the graph from the node isn't hardcoded to theFinish
node anymore.
- Added blueprint
TriggerOutputPin
method with a convenient dropdown for Pin Name selection.
- Now it's possible to disable infinite execution of the OR node. Now OR node executes output only once, by default. Added logic to enable/disable the
Logical OR
node. This can be a breaking change if you somewhere relied on an infinitely working OR node. You can fix this by changing theExecution Limit
value to 0. (based on Mephiztopheles's pull request) - Added option to replicate Level Sequence over a network via
PlayLevelSequence
node. (contributed by ArseniyZvezda) - Added out-of-box support for applying Transform Origin via
PlayLevelSequence
node. It can be enabled bybUseGraphOwnerAsTransformOrigin
flag on the node. Read official docs on Transform Origin feature. (code changes based seimei0083's pull request) - Fixed one place in
UFlowNode_ComponentObserver
whereIdentityMatchType
property wasn't respected. - Fixed a rare case in
UFlowNode_ComponentObserver
where the loop inStartObserving
method would keep on iterating after the node finished its work. - Removed limitation of executing only the first found
CustomInput
node with the given Event Name. It was actually more confusing than useful. - Fixed highlighting of activate wire coming out of
CustomInput
node.
- In UE 5.1 version some playback settings from the
PlayLevelSequence
node aren't passed to the Level Sequence because of the engine change. This community commit fixes the issue. The next release will include this fix.
- Compilation-breaking change for C++ users.
UFlowSubsystem::GetActors
methods now return only actors of a given type. The previous implementation moved toUFlowSubsystem::GetActorsAndComponents
. - Added
bExactMatch
bool parameter to all blueprints and C++ methods returning actors/components registered to the Flow Component Registry. If this new option is set to False, the search will accept Flow Components with Identity Tags only partially matching provided tag. Be careful, this new option might be very costly as all registered tags needs are iterated in the loop. Const of using the original option (bExactMatch
set to True) is constant. (implementation inspired by iknowDavenMC's pull request) - Implemented support for launching multiple DIFFERENT flows for a single owner, i.e. World Settings, Player Controller, etc. Now when starting/finishing/obtaining a Root Flow instance, you need to provide a Template Asset as the parameter.
- Fixed Flow Asset instance names to be truly unique. (contributed by sturcotte06)
- Added
PinFriendlyName
to theFlow Pin
definition. You can use it to override PinName without the need to update graph connections. - Added
GetStatusBackgroundColor
method to Flow Node, available in blueprint nodes. - Added
NodeDoubleClickTarget
setting to Flow Graph editor settings. Now users can choose if double-clicking the node opens "Node Definition" (node's blueprint editor or C++ class in IDE) or the "Primary Asset" (i.e. Dialogue asset for PlayDialogue node). (inspired by ryanjon2040's pull request) - Added
AssetGuid
property toUFlowAsset
. It might be helpful in advanced cases of save systems, where the game might need to save per-asset progress, i.e. used dialogue choices. A programmer might save the asset name to SaveGame, but... renaming/moving an asset post-launch would break saves. - Added
bStartNodePlacedAsGhostNode
flag toUFlowAsset
class. If set to True, theStart
node in the newly created asset will be displayed as a ghost node. (based on ryanjon2040's pull request) - Support keyword search for node search in the graph. (contributed by ryanjon2040)
- Improve drawing for Reroute nodes that go backward. (contributed by jhartikainen)
- Fixed issue where clicking the
Add Pin
button on the node would add the Input pin instead of the Output pin. It was happening if adding both Input and Output pins have been enabled on the given node class. - Prevented crash if
SubGraph
node would try to instantiate the same Flow Asset as the asset containing thisSubGraph
node. Such an option is still disabled by default, so we could avoid triggering an accidental infinite loop. Users can remove this limitation by checking thebCanInstanceIdenticalAsset
flag on the specificSubGraph
nodes.
- Fixed case where restoring Root Flow from the save might not work, if we were loading the game without changing or reloading the world.
- Added throwing a permanent onscreen error if Flow Component starting Root Flow has no Identity Tag assigned. This is important, as it would break loading SaveGame for this component.
- Exposed
bWorldBound
bool to eliminate the need to subclass UFlowAsset for simple world-independent Root Flows.
- Added logic allowing to add
FlowAsset
andFlowNode
blueprints to already existing asset categories, i.e. "Gameplay". (contributed by Bargestt) - From now if you'd clear the
Default Flow Asset Class
value when creating a new Flow Asset you'd get a "Pick Flow Asset Class" dialog. This might come in handy if have multiple Flow-based systems in the project. (contributed by Bargestt) - Added
ConfigRestartRequired
to a few Flow Graph Settings properties. (contributed by Bargestt)
-
Go To Master
button renamed toGo To Parent
. The button is now only visible when it can be used, previously it was only disabled. - Renamed uses of
FEditorStyle
toFAppStyle
as it's been deprecated in 5.1. (contributed by DoubleDeez)
Got any questions? Discuss things related to the plugin on the dedicated Discord server.