May 21, 2023.
This release includes pull requests from the community: ArseniyZvezda (Arseniy Zvezda), bohdon (Bohdon Sayre), LindyHopperGT (Greg Taylor), lfowles (Landon Fowles), Mephiztopheles (Markus Ahrweiler), michalmocarskiintermarum (Michał Mocarski), ryanjon2040 (Satheesh), twevs, Vi-So (Alex van Mansom).
This is the first release for UE 5.2.
Flow Solo (sample project) releases
Do not update directly from version 1.0 to this version. Important fixups of deprecated properties have been removed in this version.
Validate toolbar action calling data validation on the entire asset, checking all Flow Nodes. If any issues are found, these are reported in the new Validation Log window.UFlowNode::ValidateNode method which is available in C++ only.Runtime Log windows displaying runtime message set by Flow Nodes, using methods LogError, LogWarning, and LogNote.UFlowNode::LogError doesn’t execute its logic in Shipping builds anymore. Also, prevented calling runtime log methods on templates of the Flow Asset.
FFlowPin instead of FName. It allows setting display names and tooltips on such pins.Refresh command now also recreates UFlowGraphNode instances if a given UFlowNode now has a different UFlowGraphNode assigned. Only applicable to C++ classes, as blueprint nodes cannot have custom UFlowGraphNode. (reworked pull request by ArseniyZvezda)Flow Graph Schema.GetAssignedGraphNodeClass() function to support returning the correct EdGraphNode for grandchild classes of UFlowNode. (contributed by Vi-So)bEnforceFriendlyPinNames flag in editor settings. (based on ryanjon2040 contribution)FFlowAssetEditor to the new SFlowGraphEditor class.SFlowGraphEditor::IsTabFocused method to prevent delete/paste/copy nodes if the graph tab isn’t focused.MovieScene headers to the Public folder. Moved the SLevelEditorFlow class to the Utils folder.DetailsCustomizations folder.ENABLE_JUMP_TO_INNER_OBJECT value to 1.ENABLE_SEARCH_IN_ASSET_EDITOR value to 1.Node Color property directly to the Flow Node class. (contributed by ryanjon2040)Disabled or PassThrough mode.bShowNodeDescriptionWhilePlaying allowing to hide of static node descriptions while PIE/SIE is active. (contributed by ryanjon2040)TryGetRootFlowActorOwner method from the PlayLevelSequence node to the base class. Also provided a component version of the same code. (contributed by LindyHopperGT)Flow Node connections in C++.Sequence after removing one of pins.LoadAsset as it was redundant.GetProgressAsString.UFlowNode_CustomInput and UFlowNode_CustomOutput so they can share more code. (contributed by LindyHopperGT)CustomInputs array. (contributed by LindyHopperGT)exact match option to the Notify Actor node. (contributed by bohdon)AND, Checkpoint, Log, Multi Gate, NotifyActor, OnActorRegistered, OnActorUnregistered, OR, Timer. (contributed by ryanjon2040)FMovieSceneSequencePlaybackSettings while creating UFlowLevelSequencePlayer. (contributed by michalmocarskiintermarum)Play Level Sequence node. (contributed by twevs)UFlowNode_ComponentObserver::StartObserving. (fix proposed by lfowles)UFlowComponent::GetRootInstances() where the Owner parameter wasn’t being used. (contributed by LindyHopperGT)LoadRootFlow, LoadSubFlow. (contributed by Mephiztopheles)Start Node to be always a default entry node. It’s still a default behavior, but you can change it by overriding UFlowAsset::GetDefaultEntryNode().UFlowAsset::GetOwner(). (contributed by ryanjon2040)UFlowAsset check when calling UFlowSubsystem::StartRootFlow. (contributed by bohdon)UFlowImportUtils blueprint library to create Flow Graph asset in the same folder as the selected blueprint.UK2Node_CallFunctions).UFlowNode::PostImport() allowing to update a newly created Flow Node just after it got created.NOTE. It’s NOT meant to be the universal, out-of-box solution as the complexity of blueprint graphs conflicts with the simplicity of the Flow Graph. However, it might be useful to provide this basic utility to anyone who would like to batch-convert their custom blueprint-based event system to the Flow Graph.