Changelog
v0.9.3
21/09/2024
Breaking change:
Unimplemented Tick tasks no longer automatically succeed, allowing FlowPilotComponent to continue execution. FinishTask has to be called for the task to complete, or implement Tick and return manually.
- Feature: Allows changing ticking group in Project Settings.
- Add: Modal to confirm task deletion
- Add: Automatic Documentation export to FlowPilot.dev
- Add: Flow Pilot asset can be created from the Content Browser via the Gameplay Menu
- Add: New Option to spawn Class at a specific world location/rotation
- Fix: Rare crash when Task was selected without Outer Class.
- Fix: Crash on Demo Map when you don’t have a class to spawn, but still play the game. Gracefully Log and Exit instead of crash.
- Fix: Parallel Task was not respecting disabled nodes.
- Update: Set default spawn lifetime to persistent
- Update: Move Defines to FlowPilotGlobals.h
- Update: Remove Root Task and Children from details view. No longer needed as the Tree view works correctly.
- Update: Demo Maps and basic TP Character to remove Dependencies.
- Update: Default Root node is named after data asset now upon creation
- Update: Change Delegates to dynamic multicast to allow subscribing via BP
- Update: Simplify finishing of ongoing tasks by calling FinishTask.
- Update: Rename UFPTask_FlowActorAsset to UFPTask_SubFlow to make it more akin to a group of FlowTasks. (aka SubTree)
- Update: Remove UFPTaskRunner. Simplified method calls so that most of it is handled via UFPTask_Sequencer. UFPTask_Selector now inherits from UFPTask_Sequencer and swaps Success/Fail behavior
v0.9.2
24/08/2024
- Add: New FPTask_PossessPawn, allowing pawn possession by Players or AI
- Add: New FPTask_PlayAnimation. Similar to BTTask_PlayAnimation, but can play animation on multiple Pawns, and has Soft Pointer to Anim Asset.
- Fix: Spawning new Classes at runtime with existing cached Tags will properly cache them as well.
- Fix: Crash when pasting Task form one FlowPilotAsset to another
- Fix: Some undo functionality has been restored
- Fix: Properly removes null tasks when saving.
- Add: Task Palette now has a search box to filter out the list of Tasks.
- Update: Task Palette has Categories expanded by default now.
- Update: Exposed method to grab Brushes directly from Tasks for customization
v0.9.1
14/07/2024
- Fix: Task icons paths not showing up.
- Del: Removes temporary icons for validation to prevent a crash
v0.9
13/07/2024
- Add: Class Switcher in FlowPilotTask Customization View
- Feature: Editor Task Palette Tab. You can now easily see tasks, grouped by category, and quickly add them to the flow.
- Add: Show Quick Buttons Task is selected or hovered
- Update: Only show toolbar when multiple tasks selected.
- Add: Support for Unreal Engine 5.4
v0.8
29/06/2014
- Update: Improve Error Logging
- Add: New example content
- Add: Customization and improves Debug View.
- Add: FlowPilotEditor with Basic functionality
- Add: Drag and Drop Support
- Add: data validation to FlowPilotEditor
- Add: Implemented Parent/Child relationship on
UFlowPilotTask
- Refactor: Rename
UFPTaskNode
toUFlowPilotTask
- Add: missing ExitChildTask call from
UFPTask_Sequence
when a Task returns Failure - Add: Editor data to customize display of Tasks
- Add: Editor Settings to customize editing experience
- Fix:
UFPTaskRunner
was not correctly handling running the last Task if it was Disabled, returning Failure, instead of the last task result - Add: New FlowPilot Website and Online Documentation at http://flowpilot.dev
- Deprecate: MainFlow in
UFlowPilot
in favor ofUFPTask_Sequence
as the root node - Add: Data Versioning to automatically convert MainFlow to Sequence Child Tasks
- Add: Support for Unreal Engine 5.4
- Fix: FlowPilot Control not properly setup for callbacks.
- Refactor: Cancellation and Exit flow, it now normalized. All Successful and Failing tasks should call Exit Method
- Adds: Exit method now has the task result passed as parameter
- Adds: Validation to FlowActorReference
- Adds: Validation to FlowPilotTasks that didn’t have it
- Fix: Bad usage of CPU Traces. Added others and CPU CYCLE Stats.
- Update: Usage of ForEachActor methods, now returns a boolean
v0.6
17/02/2024
- Add support for 5.2
- Set plugin to runtime so we can use FlowPilotComponent in Blueprints
- Adds FlowPilotEditor
- Minor bug fixes
v0.5
08/02/2024
- Removes Component from Cache
- Fix Data asset sharing with instancing of assets
- Sanitization pass across API calls
- Adds Stats Trackers at various points
v0.4.1
24/01/2024
- Updates validation pattern
- Adds support for Unreal Engine 5.1
v0.4
23/01/2024
- Added ways to Pause and Unpause FlowPilot
- Added parameters to settings to configure Debug Rendering
- Added proper Reset and Aborts to any Node that has Child Nodes, so they are properly propagated
- Fix Parallel node wrong execution end
- Fix debug rendering. Removed some options that we don’t need for now and can be added later.
- Simplified flow. Removed Instant nodes, they were not being used.
- Added internal node state to better progress tracking
- Added a way to find multiple actors from 1 external tag, so we can use group references
- Added option to prefetch actors on Setup in Settings.
- Inverted ChangeLog timestamps
v0.3.2
31/12/2023
- Implement Actor Reference Tag Prefetch.
- Prevent swapping FlowPilot Actor asset when Flow is already running
- Allows returning Groups of Actors from an FlowActorReference via Tags. Allows Group Search, Caching and Selection
v0.3.1
30/12/2023
- Add Retry timer to FlowPilotComponent
- Properly add State change to FlowPilotComponent
- Properly invalidate Database Cache in FlowPilotSubsystem when an Actor is not valid when fetching it
v0.3
29/12/2023
- Fix Parallel Node not completing correctly.
- Fix FlowComponent not registering correct FlowState
v0.1 alpha
12/12/2023
- Initial release