[QUOTE=;359110]
Well the plugin is totally separate so as long as I update to any back end changes it should just keep working and you can toss in anything that unreal does themselves at will as long as it doesn’t conflict somehow (the goal is for that to not happen). Originally I was going to support it until they started adding in these things themselves but I haven’t seen any indication of it being on the horizon and at this point with multiple projects using the plugins I should probably keep it updated for the foreseeable future even if they do start exposing some of this in the base engine. If they add things like the host variables I would probably just switch it over to use those instead of the structures that I had to declare to make it work.
Some things may cause me to feature lock an engine version like 4.7, it was a buggy mess and the plugin was working decently well on it so I dropped updating it so that I could handle other versions later on.
I will be downloading the 4.9 preview soon and checking compatibility on it but when I did that for 4.8 I had to recompile after release as the binaries didn’t work from preview for the release version so there would be a brief delay after release before a working version is out (The time it takes to download and recompile after I get to my computer).
awesome and thanks again
yeah i tested your plugin. its pretty simple to switch. Nothing to worry about. So keep up the good work ![]()