FlowPilot - Data Driven gameplay creation tool

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