FlowGraph
FlowGraph copied to clipboard
Design-agnostic node system for scripting game’s flow in Unreal Engine
The basic goal might be similar to #17, but this task wouldn't require modifying the engine. A dedicated window would allow for implementation of Flow-specific features, but I'm not sure...
This way adding a reaction on the trigger would be as quick as with Level Blueprints.
This would prevent re-typing string on blueprint functions, like the TriggerOutput method in Flow Node blueprint. Expected result: it's possible to create customization similar to Material Parameter Collection methods, without...
It would be useful to navigate between related Flow Assets while editing assets by using "asset breadcrumb". The same way we can switch between master and subsequences in the Level...
Currently, we can filter actors in World Outliner by FString tag. This is ancient functionality working on FString tag in AActor (perhaps components too?) which isn't very useful. Using FString...
It's now impossible to rename the Gameplay Tag used in assets within single action in the Gameplay Tag Editor. Users need to clear tag whenever it's used, rename tag and...
Add RequiredParamsClass validation to prevent crash in UFlowNode_CallOwnerFunction (with valid non-empty function ref) when user change owner class to default and then press Refresh
PR #202 added an override for SFlowGraphNode's AddPin function, causing pin alignment to be incorrect. This PR simply replaces the alignment and padding settings in AddPin with the original alignment...