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Flow v1.2
Krzysiek Justyński edited this page Apr 5, 2022
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This release includes pull requests from the community: Drakynfly (Guy Lundvall), kathelon (Erdem Acar), LunaRyuko (Luna Ryuko Zaremba), Mephiztopheles (Markus Ahrweiler), ryanjon2040, seimei0083 (Joseph).
This is the first release for UE 5.0, and the last one for UE 4.25.
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UFlowNodeBlueprintisn't marked as final anymore, it's now possible to extend it (submitted by LunaRyuko) - It's now possible to mark a Flow Node class as
bCanDeleteandbCanDuplicatewithout creating theUFlowGraphNodeclass just for that. (submitted by ryanjon2040) - It's now possible to deprecate Flow Nodes. Simply set the
bNodeDeprecatedflag to True. You can provide a replacement class by choosing another Flow Node asReplacedByclass. Nodes deprecated this way continue to work normally. - Added DeniedClasses as option to blacklist FlowNodes. (submitted by Mephiztopheles)
- Added
IsInputConnectedmethod. - Fixed typo in
JumpToNodeDefinitionlabel (submitted by Drakynfly)
- Added Restart input pin to the
UFlowNode_Timernode. (submitted by kathelon) -
UFlowNode_PlayLevelSequencenow takes into accountCustomTimeDilationof actor owning Root Flow (actor with a Flow Component creating that Flow Graph instance). (submitted by seimei0083)
- Clearing
UFlowSaveGameinUFlowSubsystem::OnGameSavedmethod, before serializing the current data. This prevents the critical issue if game-specific code passes reused SaveGame object here. We only remove data from the current world and global Flow Graph instances (not bound to any world). We keep data from all other worlds. - Loading SaveGame no longer calls
Startnode on all loaded Sub Graphs. - Fixed some localization key collisions (submitted by Drakynfly).
Got any questions? Discuss things related to the plugin on the dedicated Discord server.