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