December 15, 2024.
This release number is bumped to 2.0 thanks to 2 huge features introduced by Riot Games. They did awesome work this year and chose to contribute to our humble open-source project.
This release includes pull requests from the community: Benxidosz, Bigotry0, DoubleDeez (Dylan Dumesnil), dyanikoglu (Doğa Can Yanıkoğlu), dzxmxd (Wang Xudong), Joschuka, LindyHopperGT, MaksymKapelianovych, NachoAbril, slobodin (Nikolay Slobodin), Soraphis, SPontadit, Unbansheee.
This is the first release for UE 5.5, and the last for UE 5.3.
Flow Solo (sample project) releases
AddOns lets us create modular Flow Nodes. This solves the problem of big monolithic Flow Nodes with overly complex code trying to support all use cases of given mechanics in the game. (contributed by LindyHopperGT, Riot Games)
Related work
Call Blueprint Owner Function. Please remove any usage of that old feature, it will be removed in the next plugin release.This is initial support for passing property values between Flow Nodes! This implementation is based on Struct Utils introduced with UE5. It doesn’t utilize blueprint-specific code. (contributed by LindyHopperGT, Riot Games)
Related work
FAssetTypeActions with new UAssetDefinition. Added UAssetDefinition_FlowAsset implementing a new way of defining editor-only asset properties like asset category. This is a direct replacement for FAssetTypeActions_FlowAsset. If you had a custom asset class extending FAssetTypeActions_FlowAsset, you must convert it to a class inheriting after UAssetDefinition_FlowAsset.
AdditionalNodeIndexing method to Flow Asset Indexer. This allows developers to add custom logic to Asset Search indexing. (contributed by SPontadit)FDiffControl.Widget in SFlowDiff::GenerateDetailsPanel()OnDetailsRefreshRequested delegate. It allows developers to refresh the Asset or Node details panel without adding a boilerplate to projects.Flow.NodeStyle category instead of the ENodeStyle enum. (refractor contributed by LindyHopperGT)
FlowNodeStyle namespace. Pre-existing settings of nodes and color schemes are automatically converted to the new format.EFlowNodeStyle::InOut to `FlowNodeStyle::InOut.UFlowGraphEditorSettings::bShowNodeClass now immediately updates node titles in the graph.UFlowSettings::bUseAdaptiveNodeTitles now immediately updates node titles in the graph.UFlowGraphNode::GetTooltipText() now calls UFlowNode::GetNodeToolTip().meta = (DisplayName = ...). Now UFlowGraphSettings holds the NodePrefixesToRemove array, where user can add their custom node prefixes. By default, it contains two elements: “FN” and “FlowNode”. Any duplicating elements will be instantly removed with an error notification.GeneratedDisplayName metadata every time the array is changed. UFlowNode::GetNodeTitle() method has been modified to return GeneratedDisplayName in case the node class does not have BlueprintDisplayName and DisplayName metadata, and UFlowNode::bDisplayNodeTitleWithoutPrefix == true. Similar changes have been made in UFlowNode::GetNodeToolTip(), so now it also returns GeneratedDisplayName if possible.UFlowNode_ExecuteComponent which executes a UActorComponent on the owning actor as if it was a SubGraph. (contributed by LindyHopperGT)UFlowNode_PlayLevelSequence: prevent multiple output pins with the same name (contributed by Soraphis)virtual keyword to StartRootFlow and FinishRootFlow methods. (contributed by dyanikoglu)PreDefault to fix corrupting FlowAssets when DefaultPawnClass for GameMode is set in C++ (as in Epic’s templates). (contributed by MaksymKapelianovych)