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Design-agnostic node system for scripting game’s flow in Unreal Engine

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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...

new feature
research
editor

This way adding a reaction on the trigger would be as quick as with Level Blueprints.

new feature
editor

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...

improvement
editor

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...

new feature
editor

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...

engine change
new feature
editor

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...

engine change
improvement
editor

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...