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Flow v1.4
This is the upcoming release. This page is updated regularly, after pushing changes to the repository.
This release includes pull requests from the community: ArseniyZvezda (Arseniy Zvezda), bohdon (Bohdon Sayre), lfowles (Landon Fowles), Mephiztopheles (Markus Ahrweiler), michalmocarskiintermarum (Michał Mocarski), ryanjon2040 (Satheesh).
Do not update directly from version 1.0 to this version. Important fixups of deprecated properties have been removed in this version.
- Added
Validate
toolbar action calling data validation on the entire asset, checking all Flow Nodes. If any issues are found, these are reported in the newValidation Log
window. - Node validation uses the new
UFlowNode::ValidateNode
method which is available in C++ only. - Added
Runtime Log
windows displaying runtime message set by Flow Nodes, using methodsLogError
,LogWarning
, andLogNote
. - Fixed:
UFlowNode::LogError
doesn't execute its logic in Shipping builds anymore. Also, prevented calling runtime log methods on templates of the Flow Asset.
-
Refresh
command now also recreatesUFlowGraphNode
instances if a givenUFlowNode
now has a differentUFlowGraphNode
assigned. Only applicable to C++ classes, as blueprint nodes cannot have customUFlowGraphNode
. (reworked pull request by ArseniyZvezda) - Improved filtering of given Flow Node subclasses in
Flow Graph Schema
. - Added
GetStartNode
method toFlow Asset
, available in C++ only. - Corrected templated version of
UFlowAsset::GetOwner()
. (contributed by ryanjon2040)
- Added log message while node executes in
Disabled
orPassThrough
mode. - Added option to hide static node description when PIE is active. (contributed by ryanjon2040)
- Exposed direct access to
Flow Node
connections in C++. - Fixed: rare crash if node would trigger output on exiting game.
- Compilation-breaking change: Removed template method
LoadAsset
as it was simply redundant. - Optimized building debug-only status strings, when using methods like
GetProgressAsString
.
- Added the
bExactMatch
option toNotify Actor
node. (contributed by bohdon) - Added search keywords to nodes:
AND
,Checkpoint
,Log
,Multi Gate
,NotifyActor
,OnActorRegistered
,OnActorUnregistered
,OR
,Timer
. (contributed by ryanjon2040) - (UE 5.1+) Fixed applying
FMovieSceneSequencePlaybackSettings
while creatingUFlowLevelSequencePlayer
. (submitted by michalmocarskiintermarum) - Fixed: Component Observer may continue triggering outputs if the last component triggered a finish during
UFlowNode_ComponentObserver::StartObserving
. (fix proposed by lfowles)
- Exposed methods to blueprints:
LoadRootFlow
,LoadSubFlow
. (contributed by Mephiztopheles)
- Jump from the Asset Search result to the Flow Node in any graph editor. To unlock this feature
- Integrate this pull request to your engine: Jump from Asset Search result to the node in any graph editor!.
- Set the
ENABLE_JUMP_TO_INNER_OBJECT
value to 1.
- Added option to run a search on a single asset, with Search Browser opened as an asset editor tab. To unlock this feature
- Integrate this pull request to your engine: Asset Search: added option to run a search on a single asset, with Search Browser opened as asset editor tab
- Set the
ENABLE_SEARCH_IN_ASSET_EDITOR
value to 1.
- Compilation-breaking change for C++: Context Pins now are constructed directly as
FFlowPin
instead ofFName
. It allows setting display names and tooltips on such pins. - Exposed all remaining classes out of the module, allowing to extend whatever you need.
- Moved
MovieScene
headers to the Public folder. Moved theSLevelEditorFlow
class to the Utils folder. - Moved all Details Customizations classes to a single
DetailsCustomizations
folder.
- Added
UFlowImportUtils
blueprint library to create Flow Graph asset in the same folder as the selected blueprint. - Includes simple utility method that recreates Flow Graph with nodes matching blueprint function nodes (
UK2Node_CallFunctions
). - Utility automatically transfers blueprint input pin values to Flow Node properties if the pin name matches the Flow Node property name. It's also possible to map mismatched names (blueprint pin to Flow Node property) as the utility input parameter.
- Added
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 useful to provide this basic utility to anyone who would like to batch-convert their custom blueprint-based event system to Flow Graph.
Got any questions? Discuss things related to the plugin on the dedicated Discord server.