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Flow v1.5

Krzysiek Justyński edited this page Sep 8, 2023 · 17 revisions

September 8, 2023.

This release includes pull requests from the community: Deams51, Drakynfly (Guy Lundvall), eddieataberk (Eddie Ataberk), growlitheharpo (James Keats), jhartikainen (Jani Hartikainen), LindyHopperGT (Greg Taylor), ryanjon2040 (Satheesh), soraphis, twevs.

This is the first release for UE 5.3, and the last for UE 5.0.

Flow Solo (sample project) releases

New: Call Owner Function

This allows us to call blueprint functions on owning objects from the Flow Graph. This is quite a significant feature added by contributed by LindyHopperGT.

Read more on dedicated wiki page: Call Blueprint Owner Function

Flow Asset

  • Calling CustomOutput on the Root Flow instance now attempts to call an event on the owning Flow Component. Event it's called OnTriggerRootFlowOutputEvent, and it's available in the blueprint version. (contributed by LindyHopperGT)
  • Improved UFlowAsset::GetDefaultEntryNode returns an unconnected Start Node if a connected one hasn't been found. (contributed by LindyHopperGT)
  • Added HasStartedFlow method returning True, if any node recorded a pin activation. (contributed by LindyHopperGT)
  • Exposed the GetNodesInExecutionOrder method to blueprints. Added to it the UFlowNode* FirstIteratedNode parameter, allowing to start iteration from any node.
  • Removed the default implementation of UFlowAsset::PreloadNodes, it was a forever prototype. You can still implement this method on your own.

Flow Node

  • Added the DeinitializeInstance method called on all Flow Nodes in the graph from UFlowAsset::DeinitializeInstance. (contributed by LindyHopperGT)
  • Exposed the GetConnectedNodes method to blueprints. (contributed by eddieataberk)
  • Removed RecursiveFindNodesByClass method, superseded by UFlowAsset::GetNodesInExecutionOrder.

Specific Flow Nodes

  • Allow the UFlowNode_ExecutionSequence node to execute new connections. (contributed by jhartikainen)
  • Play Level Sequence
    • Added Pause and Resume input pins. (contributed by twevs)
    • Moved declaration of FStreamableManager from UFlowNode as no other nodes in the plugin use it.

SaveGame support

  • UFlowSubsystem::AbortActiveFlows is now a blueprintable function. (contributed by soraphis)

Editor

  • Added the Asset Defaults button to the Flow Asset toolbar. (contributed by LindyHopperGT)
  • Added hyperlink allowing to open class of the given Flow Asset. Works the same as with blueprints. It's helpful when subclassing UFlowAsset. (contributed by Drakynfly)
  • Add validation error on UFlowAsset for disallowed node classes. (contributed by Deams51)
  • Add the ability for FlowAsset child classes to define if they are allowed in subgraph nodes. (contributed by Deams51)
  • Fixed JumpToInnerObject not working when SearchTree provides the GraphNode itself. (contributed by growlitheharpo)
  • Specified categories and setting names for the plugin's UDeveloper class, so it's now easier to find them. (contributed by ryanjon2040)

Misc

  • Reworked FFlowBreakpoint into FFlowPinTrait - inviting to use for things other than breakpoints.
  • Removed the use of FStreamableManager in the UFlowSubsystem.
  • Updated code to build in 5.1 and 5.2 using engine version checks instead of separate code on different plugin branches. (contributed by LindyHopperGT)