By default, FlowPilot comes packed with enough pre-built tasks to get you going, and over time, you’ll create each new task with regards to your custom game needs.
I’m open to suggestions and feedback, so don’t hold back.
If you’re a solo dev and want to try the version, join our discord and DM me.
Just pushed an update (v0.9.2) for FlowPilot containing a few bug fixes, quality of life improvements and new pre-built tasks!
Changelog (v0.9.2)
- 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
FlowPilot was updated to v0.9.3 bringing a lot of fixes and quality of life improvements. Price was also updated!
Give it a go!
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