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Flow v2.2
Krzysiek Justyński edited this page Oct 7, 2025
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5 revisions
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: bohdon (Bohdon Sayre), DemonViglu, GreggoryAddison-AntiHeroGameStudio (Greggory Addison), Numblaze, Riot Games.
This is the first release for UE 5.7.
- Added
UFlowAsset::GatherNodesConnectedToAllInputs
helper function. (contributed by Riot Games)
- Added
UFlowNode_FormatText
that formats text using input pins and FText formatting engine. (contributed by Riot Games) - Changed the
UFlowNode_Log
to format text (a laUFlowNode_FormatText
) to generate its logged output string. (contributed by Riot Games) - Changed
UFlowNode_Log
to inherit fromUFlowNode_DefineProperties
, so that it can have input properties added on the instance. (contributed by Riot Games) - Renamed
UFlowNode_DefineProperties::OutputProperties
toNamedProperties
, so that it can be used as the super class forUFlowNode_FormatText
. (contributed by Riot Games) - Renamed
FFlowNamedDataPinOutputPropertyCustomization
, which is now also used for input pins. (contributed by Riot Games) - Added enum-based constructors for
FFlowDataPinResult
structs. (contributed by Riot Games) - Added
FLOW_API
toGetFlowPinType()
functions to allow it being called from extension plugins. (contributed by Riot Games) - Added
GetRandomSeed()
function to UFlowNode. The default version uses the hash from the node's GUID. This can be overridden in subclasses (which we do) to any implementation that suits the client code. (contributed by Riot Games) - Added an
IsFinishedState()
classifier function forEFlowNodeState
, to error-proof checking node state for "finished" states. (contributed by Riot Games) -
OnNodeDoubleClicked
logic moved to the Graph Node itself, allowing for overriding the default logic. - Updated the ForEachAddOn templates to support a parameter to control how the function should recurse into child addons (or not). (contributed by Riot Games)
- Fixed
UFlowNode_ExecuteComponent
to handle injected components correctly in validation. (contributed by Riot Games) - Fixed
UFlowNode_ExecuteComponent
to conform to the new style of pin generation, now using ContextPins (the old method didn't work after a refactor with flow graph node reconstruction). (contributed by Riot Games) - Updated
UFlowNode_ExecuteComponent
to allow the component to supply data pin output values. (contributed by Riot Games) - Extracted
UFlowNodeAddOn::FindOwningFlowNode()
functionality into a function. (contributed by Riot Games) - Fixed some Datapin result logic. (contributed by DemonViglu)
- Fixed an issue where breakpoint overlay brushes weren't showing properly due to deprecated code in 5.6. (contributed by Greggory Addison)
- Preventing a crash while using Ctrl + Shift + X shortcut of the
BlueprintAssist
plugin. (contributed by Numblaze) - Non-unity build fixes. (contributed by bohdon)
Got any questions? Discuss things related to the plugin on the dedicated Discord server.