Detailed changes made in particular versions.
1.2.3 (major.minor.update)
1 – Major version. Change major version means significant changes and break backward compatibility in core of the Tool.
2 – Minor version. Change minor version mean some new important features and sometimes break compatibility in part of the system.
3 – Update version. Changes are cosmetics, bugs repair, new less important features. Fully compatibile backward with same minor version.
Version | Date | Short Description |
1.9.0 | 2023.10.08 | Adapt to UE 5.3, rewrite Action “[Character] Go Next by Spline”, … |
[expand title=”Advanced Control Points 1.9.0″]
- Adapt to UE 5.3
- Modify some #include in c++ code
- FTicker class change to FTSTicker
- FDelegateHandle change to FTSTicker::FDelegateHandle
- Billboards of Control Point, Spawn Point now is partly translucent because new engine version don’t handle z-order for Material Billboard elements. Pros is better view, cons is worse performance.
- Change .uplugin description
- Add new Spline Point style “Arrow Gradient Red”
- Add new Action “Execute Console Command” which run console command general or for specific player
- Completly rewrite action “[Character] Go Next by Spline”
- New engine change movement component code so Action must adapt
- Remove moving method “Advanced”
- Add new moving method “Advanced faced natural” which setup target point some distance ahead character, outside the spline
- Add new moving method “Advanced faced spline ahead” which setup target point some distance ahead on spline
- Moving Method “Simple” now require little change in Animation Blueprint of Manny or Quinn (turn off checking of acceleration)
- Moving Method “Advanced with Pathfinding” is coded by scratch with better performance and stability.
- Action now have nice details panel with hidding unnecessary parameters
- Almost every moving methods have more parameters and better description in Tooltips
- Action with any moving methods supports now two-directional movement on spline, also with Move Order “Randomly”
- Moving Method “Advanced with Pathfinding” now require increase bp.ScriptRecurseLimit console command variable because infinite loop can happen. The bigger possible obstacle on spline, the higher bp.ScriptRecurseLimit should be
- Create visual debug code for movement on spline, show two important target point of the character, one closer for rotation destination and second farther for movement destination. Debug can be turn on inside action blueprint by “Is Show Debug Objects” variable
- Minor code cleaning in BP_ControlPoint
- BUG: losing references to BP_Spline in Component code
- Overview Map:
- Case 9 Character, is rebuild for new version of Action “[Character] Go Next by Spline”
- Some cases now use Quinn UE 5 mannequin
[/expand]
Version | Date | Short Description |
1.8.1 | 2023.05.16 | Adapt to UE 5.2, bug fixes, protections, cleaning, … |
[expand title=”Advanced Control Points 1.8.1″]
- Adapt to UE 5.2
- Repair 18 errors in new Unreal Engine policy conderned not initialized C++ variables
- Add C++ #include “Materials/MaterialInstance.h” to file CP_Style_Icon.h which is now mandatory
- Add protection to “Component->Control Points System Start” which reset “Action Current Index” only when there is -1 value
- Remove unused variables from CP_MoveOrder_Sequential
- Overview Map:
- Make lights a little more comfortable
- Shortening several filenames and folder names for avoiding building errors when project has long directory path
[/expand]
Version | Date | Short Description |
1.8.0 | 2022.11.18 | Adapt to UE 5.1, Spawn Point huge upgrade, Visualizers, Trigger upgrade, new global functions, bugs, new tabs in Global Manager, 2 new cases in Overview Map, … |
[expand title=”Advanced Control Points 1.8.0″]
- Adapt to UE 5.1
- Spawn Point:
- Add “Spawn Positioner” parameter which decide where randomly spawn new Actor. Every “Spawn Positioner” has its own settings. By default are 14 possibilities [break backward compatibility]:
- Point
- Ball
- Circle
- Circumference of Circle
- Cuboid
- Edges of Cuboid
- Surface of Cuboid
- Cylinder
- Quadrilateral
- Edges of Quadrilateral
- Line
- Line between Points
- Sphere
- Spline
- Add “Spawn Rotator” parameter which decide how to set rotation of newly spawn Actor. Every “Spawn Rotator” has its own settings. There is possible to setup one “Spawn Rotator” for every axis or setup one “Spawn Rotator” every axis separately. By default are 6 possibilities [break backward compatibility]:
- Fixed
- Same as Spawn Point
- To Object
- Forward Vector from Spawn Point (to position of newly spawned Actor)
- Forward Vector to Spawn Point (from position of newly spawned Actor)
- Random
- Add recursive validation to “Spawn Positioner”
- Add recursive validation to “Spawn Rotator”
- Add new Spawn Point Style Icon “Flag C White”
- Add Button “Visualize Positioner Area” (Spawn Point) which show for short amount of time current “Spawn Positioner” area of spawning. Visualizing adapt for current selection of “Spawn Positioner” parameter.
- Add Button “Visualize Control Points” (Spawn Point and Component) which show for short amount of time current Control Points mentioned in this Spawn Point
- Add “Spawn Positioner” parameter which decide where randomly spawn new Actor. Every “Spawn Positioner” has its own settings. By default are 14 possibilities [break backward compatibility]:
- Trigger:
- Add Button “Remove Collision” to Trigger which remove current collision. It is helpful when Trigger is started only manually by event
- Add new Trigger Task “Modify Trigger” for modify any selected Trigger setting runtime easly
- now Trigger has working two Event Dispatchers:
- On Trigger Perform (which run when Trigger perform)
- On Trigger Cannot Perform (which run when Trigger try to perform, but cannot, eg. End up of “Max Triggered” parameter)
- Add Button “Visualize Control Points” which show for short amount of time current Control Points mentioned in Component
- Add to “Important Object” possibility to set print string value in his Trigger task
- Add new global function “Random, Unique Integers in Range”
- Add new global function “Refresh Instance in Editor” which refreshing any instance Actor on the level when programatically change important part of it. Eg. remove/add component.
- Add new global function “Add Local Rotation to Rotation” which works the same as “Add Local Rotation” but works only on Rotator
- Add new global function “Get Visualizer Duration”
- Add new global function “Set Visualizer Duration”
- Add Action “Modify Trigger” for modify any selected Trigger setting runtime easly
- Upgrade Action: “[Character] Go Next” by new possibility to set parameter “Distance to Finish Action without Stop Moving” random in range [break backward compatibility]
- Upgrade Action: “[Character] Go Next N Jump” by new possibility to set parameter “Distance to Finish Action without Stop Moving” random in range [break backward compatibility]
- BUG: in CP_Action_CharacterGoNextBySpline during destroy concerned Actor his AIController was destroyed first and when action were stopped it wasn’t accesible.
- Correct ToolTip text “Is Should Validate” inside Component
- Correct ToolTip text “Occupied Procedure” inside Component
- Correct “Blueprint Display Name” text inside “Rotation Procedure->Look Smoothly in the Custom Direction”
- Correct “Blueprint Display Name” text inside “Rotation Procedure->Look Smoothly in the Direction of Movement”
- Correct “Blueprint Display Name” text inside “Rotation Procedure->Look Smoothly in the Direction of Object”
- Correct in BP_ControlPoints some ToolTip texts for some variables
- Unification name parameters “LOD Max…” inside [break backward compatibility]:
- Global Manager
- Control Points
- Spawn Points
- Splines
- Spline Points
- Triggers
- Add Protection to button “Create New Spline” (Spawn Point and Component) when there is less than two Control Points then Spline is not created and Error is printed to Output Log
- add new structs: FControlPoints_IntegerOnDemandWithHide and FControlPoints_ECollisionEnabledOnDemandWithHide
- move every general C++ Enums and Structs from CP_BPL.h and other header files to newly create CP_Types.h
- Global Manager:
- Add tab General:
- “Visualizers Duration” set duration for visualizating after click buttons “Visualize Positioner Area” and “Visualize Control Points”
- Add tab Triggers:
- Button “Adapt Collision all triggers on level”
- “LOD Max” set LOD Max parameter on every Triggers on the level
- Add to tab Splines new parameter changer: “Is Auto Update Spline” which works on every Spline Points and Control Points on the level
- Add ToolTip to every CheckBoxes, Texts, Progress Bars, Buttons and Number Fields in every Tabs. Also to Tabs itself and upper toolbar. Many of ToolTips are interactively change
- Add tab General:
- Overview Map:
- Adapt Cases 3,4,12 for new upgraded Actions “[Character] Go Next” and “[Character] Go Next N Jump” by parameter “Distance to Finish Action without Stop Moving”
- Visual change Case 3 – Character
- Add “Case 9 – Pure Actor” which is a showcase of Spawn Positioners
- Add “Case 10 – Pure Actor” which is a showcase of Spawn Rotators
- Optimalize by adding LOD to Case 11 Character and Case 14 Character to Texts
- Add simple Actor BP_Arror to visualize “Spawn Rotator” parameter
[/expand]
Version | Date | Short Description |
1.7.11 | 2022.10.12 | Performance, Global Manager, bugs, … |
[expand title=”Advanced Control Points 1.7.11″]
- Upgrade with new feature Action “Set Actor Parameters” by option: Set Actor Tick Interval (secs)
- Upgrade “Control Point” by adding LOD separately for Billboard, Arrow&Target, Name Texts
- Upgrade “Spawn Point” by adding LOD for Billboard
- Upgrade “Spline” by adding LOD separately for Billboard, Spline
- Upgrade “Spline Point” by adding LOD for Billboard
- Upgrade “Trigger” by adding LOD for Collision Box and for Collision Sphere
- Upgrade performance of BP_ControlPoint code: when rendering specified group of billboards, now detecting whether we choose to showing them or not, and then run maintaining code of that billboards or not.
- Add Class Icon into Content Browser when plugin is inside Engine (from Marketplace)
- Change IconStyle name in C++ to “ControlPointsPluginModuleStyle”: only cosmetic code change
- BUG: repair problematic showing “Targetter Name” text in Control Point
- BUG: Global Manager in field “Editable Text” format numbers with space after second digit. Then second trial were don’t accepted because of space. Problem solved, now space don’t appear for bigger number.
- Upgrade Global Manager:
- Add LOD for “Control Points” separately for Billboard, Arrow&Target, Names
- Add LOD for “Spawn Points” for Billboard
- Add completly new TAB “Spline”: which has maintance all spline on the level also with LOD for Billboard and Spline separately. Also new tab has “Default New Style” for freshly putted “BP_Spline” on the scene
- Overview Map has beed improved performance by:
- Setup LOD on Control Points, Spawn Points, Spline, Spline Points
- Setup LOD on every other static meshes, particles and texts
- Reduce lifespan for Character Case 15
- Increase time-gap between spawning Characters in Character Case 15
- All Screens have one base actor with LOD for Texts
- All Texts have one base actor with LOD for Texts
- Remove not important showing “Occupator name” and “Targeter Name” above selected Control Points
[/expand]
Version | Date | Short Description |
1.7.10 | 2022.09.22 | Overview Map upgrade, Rotation Procedure, … |
[expand title=”Advanced Control Points 1.7.10″]
- BUG: Rotation Procedure – Look Smoothly in the Direction of Movement: now don’t skip rotation instantly once per 360 degree
- Rotation Procedure – Look Instantly in the Direction of Movement: add 3 new parameters “Move Along X/Y/Z Axis” which determine on which axis you want to rotate
- Again throw out Binaries folder from “FilterPlugin.ini”
- Overview Map Case 11 Character: repair 4 examples of rotation problem on start
- Overview Map Case 11 Character: correct description of rotation examples
[/expand]
Version | Date | Short Description |
1.7.9 | 2022.09.11 | Cosmetic changes, … |
[expand title=”Advanced Control Points 1.7.9″]
- Shorten paths of some plugin files to adapt Epic Requerements
[/expand]
Version | Date | Short Description |
1.7.8 | 2022.09.08 | Overview in-blueprint usage, protections, adapt tool to use in-blueprint, … |
[expand title=”Advanced Control Points 1.7.8″]
- Add “Copy Constructor” to Actions:
- CP_Action_Trigger
- CP_Action_PlayerChangeCamera
- Add to FilterPlugin.ini Binaries folder
- Remove Hidding/Showing whole actor inside CP_TriggerCollision_Box and CP_TriggerCollision_Sphere for potential children decide about it independently
- Add Protections to Control Points Component in many places where Control Points are used
- When Control Poins are inside Child Actor Components there is danger that owner actor can be destroyed when level close, before Control Points system stop
- Add Protection as event On Destroy in UI_ControlPointUtility and clear “Global Manager Reference”. This protect between level changing crash.
- Add protection inside BP_ControlPoint Construction Script to “UI Control Points GM”
- Add to Overview Case 8 Pure Actor:
- Brazier with Fire as Game-In example how to use single actor with complete Control Points system
[/expand]
Version | Date | Short Description |
1.7.7 | 2022.09.02 | Cosmetic changes, … |
[expand title=”Advanced Control Points 1.7.7″]
- Remove from FilterPlugin.ini Binaries folder
[/expand]
Version | Date | Short Description |
1.7.6 | 2022.08.30 | Remove most of build warnings, … |
[expand title=”Advanced Control Points 1.7.6″]
- Fix bad casting after moving files
- CP_SpawnChooser_Random
- CP_Trigger_Task_Destroy
- CP_Trigger_Task_RunAction
- CP_Action_DestroyRelatedObjects
- CP_Action_BackToAction
- Add default values to constructor FParticleSysParamExtended in CP_BPL.h (warnings inform about lack of it)
- Modify names PSPT to PSPTE in EParticleSysParamTypeExtended in CP_BPL.h (collision warning with engine names)
- Add constructor for FParticleCascadeParamBeam in CP_BPL.h
- Add constructor for FParticleCascadeParamTrails in CP_BPL.h
- Add constructor for FParticleNiagaraParam in CP_BPL.h
- Add constructor for ControlPoints_NiagaraStaticMeshDirectlyOnDemanWithHide in CP_BPL.h
- Add constructor for FControlPoints_Texture2DArrayObjectOnDemanWithHide in CP_BPL.h
- Add constructor for FControlPoints_TextureObjectOnDemanWithHide in CP_BPL.h
- Add constructor for FControlPoints_VolumeTextureObjectOnDemanWithHide in CP_BPL.h
- Add constructor for FControlPoints_UObjectReaderPropertyRemap_OnDemanWithHide in CP_BPL.h
- Fix bad switches after change Names of EParticleSysParamTypeExtended
- CP_Action_ParticleCascadeSetParameters
- Fix Blueprint Path for Bluetility in function PluginButtonClicked() inside ControlPointsEditor.cpp
[/expand]
Version | Date | Short Description |
1.7.5 | 2022.08.25 | Cosmetic changes, … |
[expand title=”Advanced Control Points 1.7.5″]
- Moving folders inside plugin content for Epic Marketplace Guideline
- add to FilterPlugin.ini Binaries folder
[/expand]
Version | Date | Short Description |
1.7.4 | 2022.08.24 | Cosmetic changes, … |
[expand title=”Advanced Control Points 1.7.4″]
- Cleaning and moving folders inside plugin content for Epic Marketplace Guideline
[/expand]
Version | Date | Short Description |
1.7.3 | 2022.08.23 | Remove non-Epic content, add mobile character, upgrade overview map, … |
[expand title=”Advanced Control Points 1.7.3″]
- Add ESC key to Overview Map
- Remove non Epic Content from Overview Map
- Replace character in Overview Map by “UE4 Manequinn Mobile” and retarget all Animations, Montages and AnimBP
- Remove visible Spawn Point from Overview Case A (Game Ready ShowCase)
- Remove Android as target platform (not fully tested yet)
[/expand]
Version | Date | Short Description |
1.7.2 | 2022.08.17 | Cosmetic changes, … |
[expand title=”Advanced Control Points 1.7.2″]
- Move “ControlPointsOverview” folder to plugin Content folder (required by Epic Technical Review for Marketplace)
[/expand]
Version | Date | Short Description |
1.7.1 | 2022.08.11 | Overview Map bugs, protections, … |
[expand title=”Advanced Control Points 1.7.1″]
- BUG: In Overview Map Case 12 Character – white and violet example leans at the lowering spline. Repair by move spline to lower position.
- language error: CP_Action_PlayerChangeCamera->Behavior change “oryginal” to “original”
- Add Protection: to every “GoNext” Actions inside “Event Finish Action” in one frame during “Delay in Object” Action can “Stop” with unpredictable behavior.
[/expand]
Version | Date | Short Description |
1.7.0 | 2022.08.01 | Adapt to UE 5.0.3, 3 new actions, 2 new tasks, new functions, fixed 9 bugs, add 3 protections, new case in Overview Map, … |
[expand title=”Advanced Control Points 1.7.0″]
- Adapt Plugin to Unreal Engine 5.0.3 version
- Add CP_Trigger_Task_RunAction: which run one, user selected action
- Add CP_Trigger_Task_SettingsOverride: which Stop Control Point System and run Settings Override
- Add New Functionality for Spawned Object from Actions:
- Move Spawned Configuration variables to “Configuration|Spawn” in Actions: Spawn Actor, Particle Niagara, Particle Cascade, Spawn Sound 3D
- Every Above Actions has new Configuration variable “Object Related Behavior” which inform how to treat spawned object
- Create “Object Related Behavior”: “Ignore” and “Destroy when Actor Destroy”
- In “AC_ControlPoint” now is a Map “Object Related Behavior” which is reachable by Programmer or designer, and has references to every spawned Object by Actions.
- Beware: When object destroy, only Actors remove its reference from this map. Sounds 3D and Particles do not, so don’t trust this map, check by IsValid first !!
- Add Action “Destroy Related Objects” which Destroy All Related Object Spawned by this Actor throu Actions
- Add Action “Particle Cascade Set Parameters” which add or modify any kind of Cascade parameters (huge action)
- Add Action “Particle Niagara Set Parameters” which add or modify any kind of Niagara parameters (huge action)
- Extend functionality of “CP_Trigger_Collision_Box” and “CP_Trigger_Collision_Sphere” inside “Override Adapt Collision” for changing “Actor Hidden in Game” of whole Actor (based on the same variable as component is change)
- Add to BP_SpawnPoint in “External Called Events” position “Do Settings Override on All Actors Belonging to”
- Add Blueprint Description to CP_SpawnChooser_Random
- Add extend description for ToolTip to AC_ControlPoints->Is Should Validate
- Extend functionality of CP_Action_PureActor_RotateInfinitely: when “Wait Time Min” or “Wait Time Max” is setup to “-1” then Rotation and Action will never finish
- Extend functionality of “Settings Override” by Spline
- Extend CP_BPL in C++ for many structs and enums used in Particle Actions
- Add function in CP_BPL in C++: GetRandomPointBetweenTwoVectors()
- Add function in CP_BPL in C++: IsNameNoneOrInvalid()
- Every Billboards of Control Point, Spawn Point, Spline Point, Spline (also Spline Component) now have LOD->Desired Max Draw Distance == 25500,0
- Now in AC_ControlPoint and BP_SpawnPoint when array “Control Points” is left empty, it’s not create error. Sometimes is desirable to use only Begin Actions.
- BUG: Global Manager has “Style Billboard Scale” 0,0 by default. Change to 1,0
- BUGs: Infinite loop happen when there is not enaugh control points or only one control point (Move Order Sequentially)
- Also add protection to “CP_MoveOrder_Sequential->Get Next Control Point” after branch “Is Looped” when True if is Bypass, now return not to “ADD to Loc Control Point Index Next” but one node after it
- Also add protection to “CP_MoveOrder_Sequential->Get Next Control Point” after branch “Is Looped” when True: now is branch checking whether “Loc Control Point Index” == -1, when Actor just start travel or is just after Settings Override
- BUG: Control Point and Spawn Point cannot be clicked – change style’s materials Outside, Inside and Icon to non-transparent (Blend Mode change from Translucency/AlphaComposite to Masked)
- BUG: now CP_Trigger_Task_Stop support for “Independent Actors” and “Belonging to” option “Stop and Increase Action Index”
- BUG: “Do Settings Override” now setup “Set Action Current Index” to -1. Now Settings Override does not go crazy when Control Point has more than one Action
- BUG: remove Target on “Settings Override”
- BUG: BP_ControlPoint->Do Validate – first Branch “Is Should Validate” from false execute now go stright to return
- BUG: CP_Component.h->UCLASS->meta->ScriptName – remove space between “Control Points” because python script during build return error
- BUG in UE5: Now Begin play run even when Component is spawned during gameplay, so BP_SpawnPoint now spawn Controller BEFORE Add Control Point Component
- Add Protection: CP_Action_GoNext_Base->Event Finish Action when in the middle of “Delay in Object” Actor Concerned destroy, Is Valid of Actor Cencerned is just behind it
- Add Protection: CP_ControlPoint.cpp->GetDebugCamera in penultimate line “IsSimulating=false; for be sure without editor always return false
- Add Protection: BPL_ControlPoints->Validate – Block “Validate Control Points” when casting to “BP_ControlPoint” has now path when failed
- AC_ControlPoint and BP_SpawnPoint has setup by default “Move Order” to “Sequentially”
- Some cosmetics blueprint code changes
- Change name of “Spawn Particle Cascade” to “Particle Cascade Spawn”
- Change name of “Spawn Particle Niagara” to “Particle Niagara Spawn”
- Remove from CP_ThirdPersonCharacter Input Bindings what remove warnings
- Overview Map change:
- Add to Case A information: in UE5 to not-rendering happen you must go far away and turn around
- Add zeros to Outliner folders name
- Remove SphereReflectionCapture from level
- Add Case Pure Actor 8: Showcase of Settings override in triggers and change particle parameters runtime
[/expand]
Version | Date | Short Description |
1.6.2 | 2022.07.12 | Unification between UE4 and UE5, … |
[expand title=”Advanced Control Points 1.6.2″]
- C++ code unification between versions UE 4.27.2 and UE 5.0.2
- Class Icons unification between versions UE 4.27.2 and UE 5.0.2
[/expand]
Version | Date | Short Description |
1.6.1 | 2022.06.30 | Adapt to UE 5.0.2, change plugin numeration, Code cleaning and optimization, 3 new class icons, … |
[expand title=”Advanced Control Points 1.6.1″]
- Adapt Plugin to Unreal Engine 5.0.2 version
- InvokeTab change to TryInvokeTab (C++ deprecated)
- Overview Case 9 has thicker obstacle walls for B example working well
- Differences UE4<->UE5: Case A, Actor not disappear until player camera will go a long distance
- Differences UE4<->UE5: Case 7, Fog is much less dense
- Global Manager Adaptation:
- Buttons changing main tabs work only because workaround setting their images manually in constructor
becouse of UE 5.0.2 bug - White numbers is “Style Billboard Scale” change to Black numbers
- Black numbers in choice styles change to light orange
- Toolbar Icon for Global Manager now showing in main toolbar
- Change text box background color
- Every binded float variable used in any Progress bar, was changed to single-precision
- Buttons changing main tabs work only because workaround setting their images manually in constructor
- Change every icon style for looking good in new Editor Dark Style
- Control Point has now duplicated billboards Arrow and Target because of UE 5.0.2 bug which make Material Billboard
disappeared in next frame they move
- Change Plugin Numeration to 3 number, same as in Unreal Engine. When last number change, stay backward compatibility.
- C++ function in BPL “GetBlueprintDisplayName()” now work only in Editor and is much more optimized
- Change Screen in Overview to new Material BlueLightTransparent
- Upgrade some Class Icon visually
- Remove unused function from Blueprint Function Library Runtime
- Add Blueprint Function Library Editor and one function “Get Control Points Version ()”
- Global Manager get plugin version from “.uplugin” file directly now
- Upgrade visually some Styles for Control Points and Spawn Points
- Add new class icons:
- CP_OccupiedProcedure
- CP_RotationProcedure
- CP_MoveOrder
[/expand]
Version | Date | Short Description |
1.6 | 2022.06.18 | Adapt plugin for building, cleaning, Global Manger upgrade, add styling for SplinePoint, new action and 2 tasks, class icon for task, 6 protections, upgrades, Overview Map, … |
[expand title=”Advanced Control Points 1.6″]
- Adapt plugin for building
- move many C++ to Editor module
- put a lot of pragma “#if WITH_EDITOR” in code
- Add to Runtime.build.cs condition for using Editor modules
- Add DisplayName and Tooltip to most of UPROPERTY and UFUNCTION in C++ code
- Cleaning a lot of old code
- Remove not used files
- Global Manager update:
- Add button to Update All Control Points Style
- Add button to Update All Spawn Points Style
- Add button to Update All Actors with Component Style
- Add styling for BP_SplinePoint
- Add unifed styling code and variables
- Create few arrow styles with different colors
- Add Action Player Enable Input: which Enable or Disable Player Input
- Add Task Print String, for printing text to log and/or console
- Add Task Player Enable Input, for Enable or Disable Player Input
- Add Class Icon to CP_Trigger_Task
- Add Protection to Action “Player Change Camera” to finish Action if failed Blend
- Add Protection do BP_Trigger Task Destroy to Clear Actor Array after executed
- Add Protection to Task Start for validing Actors in Array before Act on them
- Add Protection to Task Stop for validing Actors in Array before Act on them
- Add Protection to Task Destroy for validing Actors in Array before Act on them
- Add Protection to BP_ControlPoint for validing “Animate Target” in node “Get Player Camera Manager”
(sometimes “Get Player Camera Manager” return nullptr, I don’t know why)
- Upgrade Function “Get Player Controller BPL” to handle also Controller of delivered Pawn
- Upgrade BP_Trigger to use Tasks. Remove old Behaviors.
- Move Behavior Start functionality to Task Start
- Move Behavior Stop functionality to Task Stop
- Move Behavior Destroy functionality to Task Destroy
- Upgrade BP_SpawnPoint
- Resort variable category
- remove variable “Spawn Class” and add Array variable “Spawn Classes”
- Add new variable “Spawn Chooser” for deside how to get next class from array “Spawn Classes”
- Create new “Spawn Chooser” object “Random” for randomly choose classes from array
- Create new “Spawn Chooser” object “Sequentially” for get classes from array one by one (with Is Looped option)
- Update validation function to validate: “Spawn Classes”, “Spawn Chooser”
- Update validation function to validate: “Spawn Triggerator”
- Rename Action “Change Player Camera” to “Player Change Camera”
- Change Overview Map Screen Materials
- Upgrade Overview map:
- now use new BP_Trigger with Tasks
- now use new BP_SpawnPoint with “Spawn Classes” and “Spawn Chooser”
- Case 5 – character, now spawn two different characters sequentially.
- Case 5 – character, now has removed begin action “Set Mesh Material” and add this Action to few Control Points
- Case 7 – Actor, now has BP_Trigger with few Tasks
[/expand]
Version | Date | Short Description |
1.5 | 2022.06.14 | Overview Map 9 new Cases, 3 new protections, a lot of upgrades, 2 new functions, cleaning code, a lot of bugs fixed, 5 new actions, … |
[expand title=”Advanced Control Points 1.5″]
- Add to Overview map:
- Case 15 – A lot of characters in the same Control Points
- Case Pure Actor 1 – Simple move, spawn actor from class, destroy actor
- Case Pure Actor 2, 3
- Case Pure Actor 4 – Random move order and Control Point Priority
- Case Pure Actor 5 – Go Next by Spline for Rockets with ingame example
- Case Pure Actor 6 – Crossing two control points paths, dissappear/appear
- Case Pure Actor 7 – Ingame Example: Tower showcase with ravens and fog and camera replace trip, everything on splines
- Case Character and Pure Actor A – Ingame Example: Teleport when not visible, spawn actor from class
- New graphics, vfx and animations from free Epic Content: chopper, raven, rock, wood beam, tower, rocket, few particles, few animations, few audio files
- Remove some minor problems in map: errors, warnings, sounds volume, vfx, remove some collisions and more
- Make performance optimizations by reduce many textures size
- Add new dark material to new type of cases “Ingame Example”
- Add Protection to Spawn Point in try to spawn not Pawn bypass spawn AI Controller and Possess
- Add Protection to Action Pure Actor Go Next: divide by zero
- Add Protections to every important places in projects: divide by zero
- Add to Rotation Procedure Look Smoothly in the Direction of Movement tick enable, important for pure Actors
- Add to BP_Spline function “Call in Editor” with name “Remove Spline” which remove self with all middle points
- Add “Speed Pure Actor” to AC_ControlPoints and add this functionality to:
- Action Pure Actor Go Next
- Action Pure Actor Go Next by Spline
- Add to Action Trigger functionality to add current Index Action when choose
- Add to “E_ControlPoints_AlignMethod” case “To Scene Actor” and implement it in:
- Action Spawn Actor
- Action Spawn Particle Niagara
- Action Spawn Particle Cascade
- Action Spawn Sound 3D
- Add to Component Control Points events “System Start” and “System Stop”
- Add to Spawn Point events “Spawned”, “Spawning Start”, “Spawning Stop”
- Add to Action Spawn Sound 3D new functionality of lifespan
- Add to BPL: Save Divide with Divisor Substitute
- Add to BPL: Get Player Controller BPL
- Visually prepare every blueprints and c++ code before release
- Make some cleaning and moving folders and files in whole project
- Remove not used two interfaces from project
- Remove not used code from many blueprints and many c++ files
- Add legal to every cpp, h, build.cs files
- Fulfill .uplugin with more information
- Bug Repair in Settings Override: copy Rotation Procedure
- Bug Repair which don’t release Occupied after Settings Override
- Bug Repair with Move Order Randomly Control Points priority: if first occupied then Actor with do not bypass, don’t go next
- Bug Repair with Rotation Rate: Rotate not always in the same time concerned Rotation Rate. Take care of:
- Action Pure Actor Rotate
- Action Pure Actor Rotate to Object
- Action Character Rotate
- Action Character Rotate to Object
- Rotation Procedure: Look Smoothly in the Direction of Movement
- Rotation Procedure: Look Smoothly in the Custom Direction
- Rotation Procedure: Look Smoothly in the Direction of Object
- Bug Repair: can’t click BP_SplinePoint
- Bug Repair: when finish game before lifespan actor then editor crash
- Add Action: Pure Actor Rotate Infinitely
- Add Action: Set Actor Parameters
- Add Action: Change Player Camera
- Add Action: Spawn Actor from Class
- Add Action: Destroy Actors
[/expand]
Version | Date | Short Description |
1.4 | 2022.05.27 | Create intependent and Action Trigger, 2 new cases in Overview Map, 5 new protections, bugs, cleaning, … |
[expand title=”Advanced Control Points 1.4″]
- Code Cleaning
- Create Advance BP_Trigger as part of Advance Control Points Plugin (moved from Overview directory)
- Create Behaviors objects: Start/Stop/Destroy
- Create Special C++ function for Add Component in Editor (add to BPL)
- Create Collision objects: Box/Sphere
- Add special Class Icon
- Add Action Trigger with the same functionality as BP_Trigger
- Add to Overview map:
- Case 13 – Showcase of Action Trigger possibilities
- Case 14 – Showcase of BP_Trigger possibilities
- Reorder variable category in Control Point
- Add Protection to Component to Stop System before Destroy Actor (other way Current/Concurrent Action can still exist)
- Add Protection to do not start system if it’s already working
- Add Protection to Action Character Go Next to event “Do Stop Action” to check if it’s valid AsyncTask (can be not valid if Action wait for not occupied Control Point)
- Add Protection to Component in “Try to Switch Next Action” when there is last begin action and we Stop System then “Control Point Index” is -1 (handle the case)
- Add Protection to Spawn Point when instantly after spawn actor is destroyed (handle the case)
- Repair few bugs related to Start/Stop System
[/expand]
Version | Date | Short Description |
1.3 | 2022.05.21 | Actions upgrade, 4 bugs fixed, 3 new protections, create Overview Map with 12 cases, cleaning code between modules, add new styles for billboards, … |
[expand title=”Advanced Control Points 1.3″]
- Add Action: “Spawn Particle Niagara” (with advance lifetime functionality)
- Add special functionality to Action “Spawn Particle Cascade” advance lifetime functionality)
- Add special function to BPL “Set Object Lifetime” working on Components, pure UObjects and Actors to
- Add special functionality to Action “Character Go Next by Spline”. now in Simple Mode Floor position can be counted or not
- Add to Action “Character Go Next by Spline” Tooltip indications to which Mode they concerned
- Add “Stop Action” to Every Existing Actions
- Bug Repair: “Action Align to Current Control Point” don’t clean Targetter
- Bug Repair: Jump Wait Bool do not working
- Bug Repair: GetBlueprintDisplayName() in BPL will Crash if input UObject is not valid
- Bug Repair: MoveOrder Randomly with “Ignore Priority” and “Always Consider Priority” stop AI when found Occupied/Targetter Control Point as First Closest One
- Add Protection Code to “Create Unique Name” used with “Make Object Copy” and unify to One function in BPL
- Add Protection to Spawn Point event “Start Spawning” by “Is Validated”
- Add Protection to Action “Character Go Next” to Event “Alternative Finish Action by check Is Valid “Async Task”
- Create Overview Map inside Project Content with 12 cases for Character Actions
- Create BP_ControlPointsTrigger (inside Overview)
- Use Two Particles from Epic Content Infinity Blade Effect
- Modify code of Rotation Procedure in Action “Character Go Next”, to manually count source direction of movement
(This upgrade visually using rotation procedure for character)
- Move Class Style (Content Browser Icons) from Runtime to Editor Module
- Add Control Point Styles: Orange and Violet (Outside + Inside)
- Add Control Point Styles: Minus, Plus (Icons)
- Add Spawn Point Styles: E, F, G, !, ?, +, -, Plane, Steps (Icons)
[/expand]
Version | Date | Short Description |
1.2 | 2022.05.07 | 10 new Actions, upgrade 4 Actions, add external API for Spawn Point and Control Point and Component, refactor actions, general upgrade, bugs fixed, 6 new functions, … |
[expand title=”Advanced Control Points 1.2″]
- Add Action: [Character] Align to Current Control Point
- Add Action: [Character] Set Movement Component Parameters
- Add Action: Spawn Emitter
- Add Action: Play Sound 2D
- Add Action: Spawn Sound 3D
- Add Action: [Character] Play Anim Sequence
- Add Action: [Character] Stop Anim Sequence
- Add Action: [Character] Play Anim Montage
- Add Action: [Character] Stop Anim Montage
- Add Action: Print String
- Upgrade Action: [Character] Go Next by Spline
- Add Move Method advance and pathfinding
- Upgrade base Action: [Character] Go Next
- Upgrade Action: [Character] Align to Current Control Point
- Add Move Method advance
- Upgrade Character GoNext Actions possibility to finish Action before Destination point without finish MoveTo
- This can make smooth move without one frame stop
- Add to Spawn Point new EventGraph called “External Called Event” which Managing Spawn Point and every Actors belonging to:
- Start Spawning
- Stop Spawning
- Run Action on All Actors Belonging to (only moved from default EventGraph)
- Stop Control Points System on All Actors Belonging to
- Start Control Points System on All Actors Belonging to
- Stop Spawn Point and Stop Control Points System on All Actors Belonging to
- Destroy All Actors Belonging to
- Stop Spawn Point and Destroy All Actors Belonging to
- Add to Control Point Component new EventGraph called “External Called Event” which Managing Spawn Point and every Actors belonging to:
- Control Points System Start (only moved from default EventGraph and rename from “Movement Start”, also add input param “Is First Start”)
- Control Points System Stop
- Action Stop
- Action Concurrent Stop
- Create new possibilities to Start/Stop system. This Possibilities now working only with actions:
- [Character] Go Next
- [Character] Align to Current Control Point
- [Character] Go Next by Spline (need to be done start position)
- Refactor Action: [Character] Go Next N Jump
- Now it is a child of GoNext action
- Refactor every Character GoNext Action for “Set Actor Location” of counting velocity for Animation, now working better but still not same as “Move To” Node
- Add actualised validation for every new and upgrade Actions
- Folders and files cleaning and moving
- Validation of freshly spawn Actor with Component
- Need to C++ implementation to detect if it spawn on begin play, in game, or inside editing blueprint
- Add Rotation Procedure for Spawning Actor with existing Control Points Component
- Add AI Controller as Instance Editable and repair logic of newly spawn AI Controller
- Hide “Is First Create” variable in Spawn Point
- Removed from every “Character” actions condition about NOT having interface
- Add plugin version number to Global Manager near logo
- Add first time this Change Log
- Bug Repair of Empty “Actor Concerned” in every Rotation Procedure when cant bypass occupied Control Point
- Bug Repair of Occupied Procedure not actualised in Tick in GoNext Actions
- Bug Repair of Action [Character] Align to Current Control Point, when start too close it stop immediately
- Minor Bugs repair in Control Points Component
- Add function to BPL: “Spawn Actor with Control Points Component BPL”
- Add function to BPL: “Find Path to Location Synchronously BPL”
- Add function to BPL: “Spawn Actor with Control Points Component BPL”
- Add function to BPL: “Spawn Emitter at Location BPL”
- Add function to BPL: “Play Sound 2D BPL”
- Add function to BPL: “Spawn Sound at Location BPL”
[/expand]
Version | Date | Short Description |
1.1 | 2022.04.29 |
Version | Date | Short Description |
1.0 | 2022.04.27 |