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Flow v2.0
Krzysiek Justyński edited this page Jun 29, 2024
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This is the upcoming release. This page is updated regularly, after pushing changes to the repository.
This release includes pull requests from the community: LindyHopperGT, MaksymKapelianovych, NachoAbril, Soraphis.
This is the first release for UE 5.5.
Riot Games introduced this huge change as part of their ongoing contribution to this humble open-source project. It solves the problem of big monolithic Flow Nodes with overly complex code trying to support all use cases of given mechanics in the game.
[To be described in depth.]
- Improvements to Flow Diff. (contributed by Riot Games)
- Fix FlowGraph details diffing by assigning Splitter to the
FDiffControl.Widget
inSFlowDiff::GenerateDetailsPanel()
- Add nesting to tree entry display to more easily read the diffs.
- Add individual property diffing with highlights.
- Nest Add-On nodes inside their parent flow nodes.
- Added FFlowObjectDiff to track all the data needed to display an individual tree entry's diff.
- Fix FlowGraph details diffing by assigning Splitter to the
- Added
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) - Add a bunch of const keywords to allow usage of LogError/LogWarning/LogNote in const functions without const_cast. (contributed by MaksymKapelianovych)
- Added check to prevent a crash when deleting two or more node assets (if some of them are in undo history). (contributed by MaksymKapelianovych)
- Added support for replicating variables by using the Push Model. (contributed by NachoAbril)
- Moved the "Start or Load of the RootFlow" to a virtual function. (contributed by Soraphis)
Got any questions? Discuss things related to the plugin on the dedicated Discord server.
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