So I went to add this today but it’s already supported (you can select the Target you want to base the object location off of). Can you describe what change you had to do?
EDIT: NM, I see the issue.
So far on the 2.0 update:
- Stop on Interrupt will work for all Animation Modes (Play Single Instance results in a hard stop, so just beware).
- Added a Class dialog to allow you to select what type of assets to load when choosing a Preview Actor (also added some descriptive text, image, and cleaned up that flow a bit). This makes that workflow MUCH faster.
- Added “Custom Task” which is a 100% Blueprint driven Task. You can now create your own Tasks entirely in Blueprints and they’ll show up in the Ability Editor like normal Tasks. Customize the Task Name, Description, Logic, Color in the Editor - all of it.
- Added “Custom Task ScratchPad” which is a 100% Blueprint driven Scratchpad (the small structure created every time an Ability is executed) where you can store any states or variables.
- Made the Self/Instigator/Owner filters prune all instances of Self/Instigator/Owner rather than assuming there’s only one entry.
- Few more Unity build fixes.
- Spawn Actor now runs for each Target Type selected for the Task and not just for the Self Actor.
Still looking at the Socket Rotation thing change extents on queries (may just be a debug draw thing). Other than that, it’s almost done.