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Flow v1.2
Krzysiek Justyński edited this page Jan 17, 2023
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17 revisions
April 5, 2022.
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.
Flow Solo (sample project) releases
- It's now possible to deprecate Flow Nodes. Simply set the
bNodeDeprecated
flag to True. You can provide a replacement class by choosing another Flow Node asReplacedBy
class. Nodes deprecated this way continue to work normally. - It's now possible to mark a Flow Node class as
bCanDelete
andbCanDuplicate
without creating theUFlowGraphNode
class just for that. (submitted by ryanjon2040) - Added DeniedClasses as option to blacklist FlowNodes. (submitted by Mephiztopheles)
-
UFlowNodeBlueprint
isn't marked as final anymore, it's now possible to extend it (submitted by LunaRyuko) - Added
IsInputConnected
method. - Fixed typo in
JumpToNodeDefinition
label (submitted by Drakynfly)
- Added Restart input pin to the
UFlowNode_Timer
node. (submitted by kathelon) -
UFlowNode_PlayLevelSequence
now takes into accountCustomTimeDilation
of actor owning Root Flow (actor with a Flow Component creating that Flow Graph instance). (submitted by seimei0083)
- Clearing
UFlowSaveGame
inUFlowSubsystem::OnGameSaved
method, 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
Start
node 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.