Unreal Engine 4.7 Preview

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I see, now “old” way to do it is just deprecated… Well, that’s better. Before decorators just stopped working.

But why have you changed way decorators work? old way was much better. Because now I am not able to have multiple “Finish Condition Check” Nodes, I can just have one single Return Node. But every decorator needs at least one “Success” and one “Fail”. So with new function I am forced to create a local variable and set it to true/false and then return variable with one single return node. It looks a lot more ugly (unnecessary nodes are always ugly).
And having multiple execution wires going into one single return node is also ugly. So why have you changed it? I don’t see advantage to how it worked before. In Tasks you still have “Finish Execute” Node (and it’s not deprecated), so why do decorators work different now? You yourself called it a “drastic change” :stuck_out_tongue:

Since I don’t see any advantage with having to override a function compared to placing a “Event Receive Condition Check” and multiple “Finish Condition Check” nodes, why have you changed it? I think you should have wait with at least until it’s regularly possible to use multiple return nodes in blueprints (when will be? 4.8?).
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Agreed. Most of next patch seems good, but I have to second . Obviously broke my AI; having multiple exits seems logical.