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Flow v2.0
Krzysiek Justyński edited this page Jul 9, 2024
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23 revisions
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, Unbansheee. .
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.]
Related work
- Restored SFlowGraphNode pin alignment to pre-FlowAddon settings. (contributed by Unbansheee)
- 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
OnDetailsRefreshRequested
delegate. It allows developers to refresh the Asset or Node details panel without adding a boilerplate to projects.
- Improvements to generating Node Title. (contributed by MaksymKapelianovych)
- Editing
UFlowGraphEditorSettings::bShowNodeClass
now immediately updates node titles in the graph. - Editing
UFlowSettings::bUseAdaptiveNodeTitles
now immediately updates node titles in the graph. -
UFlowGraphNode::GetTooltipText()
now callsUFlowNode::GetNodeToolTip()
. - Refresh the graph only once, when the node asset is renamed.
- User can now specify node prefixes that will be automatically removed, instead of manually writing custom
meta = (DisplayName = ...)
. NowUFlowGraphSettings
holds theNodePrefixesToRemove
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. - To optimize the process of prefix removal, nodes' names without prefixes are generated and stored as custom
GeneratedDisplayName
metadata every time the array is changed.UFlowNode::GetNodeTitle()
method has been modified to returnGeneratedDisplayName
in case the node class does not haveBlueprintDisplayName
andDisplayName
metadata, andUFlowNode::bDisplayNodeTitleWithoutPrefix
== true. Similar changes have been made inUFlowNode::GetNodeToolTip()
, so now it also returnsGeneratedDisplayName
if possible.
- Editing
- 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
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)
- 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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