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
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.OnActivate event, called while activating the node (executing any input for the first time). (contributed by Cchnn).CanFinishGraph method, so the logic of finishing the graph from the node isn’t hardcoded to the Finish node anymore.TriggerOutputPin method with a convenient dropdown for Pin Name selection.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 the Execution Limit value to 0. (based on Mephiztopheles’s pull request)PlayLevelSequence node. (contributed by ArseniyZvezda)PlayLevelSequence node. It can be enabled by bUseGraphOwnerAsTransformOrigin flag on the node. Read official docs on Transform Origin feature. (code changes based seimei0083’s pull request)UFlowNode_ComponentObserver where IdentityMatchType property wasn’t respected.UFlowNode_ComponentObserver where the loop in StartObserving method would keep on iterating after the node finished its work.CustomInput node with the given Event Name. It was actually more confusing than useful.CustomInput node.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.UFlowSubsystem::GetActors methods now return only actors of a given type. The previous implementation moved to UFlowSubsystem::GetActorsAndComponents.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)PinFriendlyName to the Flow Pin definition. You can use it to override PinName without the need to update graph connections.GetStatusBackgroundColor method to Flow Node, available in blueprint nodes.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)AssetGuid property to UFlowAsset. 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.bStartNodePlacedAsGhostNode flag to UFlowAsset class. If set to True, the Start node in the newly created asset will be displayed as a ghost node. (based on ryanjon2040’s pull request)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.SubGraph node would try to instantiate the same Flow Asset as the asset containing this SubGraph 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 the bCanInstanceIdenticalAsset flag on the specific SubGraph nodes.bWorldBound bool to eliminate the need to subclass UFlowAsset for simple world-independent Root Flows.FlowAsset and FlowNode blueprints to already existing asset categories, i.e. “Gameplay”. (contributed by Bargestt)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)ConfigRestartRequired to a few Flow Graph Settings properties. (contributed by Bargestt)Go To Master button renamed to Go To Parent. The button is now only visible when it can be used, previously it was only disabled.FEditorStyle to FAppStyle as it’s been deprecated in 5.1. (contributed by DoubleDeez)