This is the upcoming release. This page is updated regularly after changes are pushed to the repository.
This release includes pull requests from the community: Bargestt (Vasilii Bulgakov), Chen-Gary (Gary Chen), dskliarov-gsc, EvanC4, LindyHopperGT (Riot Games).
This is the first release for UE 5.8, and the last for UE 5.6.
If you were using Data Pins in your assets prior to Flow 2.2, do not upgrade directly from your current Flow Graph version to the version newer than 2.2. Version 2.2 came with a huge Data Pins refactor and it requires data migration occuring while loading assets.
This is BREAKING CHANGE. It requires updating constructors for C++ Flow Nodes. It’s simple, but it will take a few minutes for large projects.
UFlowNode pointer on AddOns more reliably in editor. Updated the node pointer in editor for AddOns so that it is usable any time while in editor, can updated when addons are moved/rebuilt. (contributed by LindyHopperGT)UFlowAsset subclass being edited.FConnectedPin structs as their container
Updated existing calls to these functions to use the new signatures.OnConnectionsChanged to have an array of changed connections instead of the old connections array.OnEditorPinConnectionsChanged is called on all of the addons on a Flow Node as well, and has a blueprint signature.UFlowNode_Reroute (contributed by LindyHopperGT)
FlowNode_LogicalOR. Surprisingly, it wasn’t working with ExecutionLimit higher than 1. (contributed by Chen-Gary)UFlowNode_FormatText
PredicateRequireGameplayTags AddOn: a data pin version. Blackboard version lives in AIFlowGraph plugin. (contributed by LindyHopperGT)CompareValues predicate (for data pins) and auto-generate data pins refactor. (contributed by LindyHopperGT)
TryFindActorOwner() to correctly return the Owner when it is already an AActor, not just when it’s a component. Fulfills the documented contract. (contributed by LindyHopperGT)CancelAndWarnForUnflushedDeferredTriggers(). Null-guard ToNode and FromNode before dereferencing in UE_LOG. Prevents crash during abnormal termination when nodes are already destroyed. (contributed by LindyHopperGT)FFlowPolicy instanced-struct policy meant to handle various project-specific policies. Refactored Pin Connection policy to use it. (contributed by LindyHopperGT)OnGameSaved and OnGameLoaded: accepting TArray<FFlowComponentSaveData> and TArray<FFlowAssetSaveData> as input parameters.UFlowSaveGame object in the new OnGameLoaded variant. This way, the plugin can keep operating on UFlowSaveGame as a container for these 2 arrays, but projects can store these arrays whenever they want.GetLoadedComponentRecord and GetLoadedAssetRecord for easier integration with project-specific save systems. (contributed by Bargestt)CanSave check to UFlowComponent. Allows for transient Flow graphs and components that are never saved. (contributed by Bargestt)UFlowSubsystem::FindComponents variants which could return no components if method has been called with the following parameters: EGameplayContainerMatchType::All and bExactMatch = false. (contributed by Bargestt)UFlowGraphSettings, all occurences of hard refences TSubclassOf have been changed to TSoftClassPtr. In general, TSubclassOf should be avoided to prevent automatic loading of unnecessary assets. In case of plugins, using hard reference was using issue with loading some assets defined in other plugins. Since UFlowGraphSettings could load assets before other plugin is loaded. (contributed by Chen-Gary)OnMapOpened delegate fires after SLevelEditorFlow destruction. (contributed by EvanC4)