The list of patch versions for this minor version :
No patch versions yet.
This is the 1.11.0 update. We tried to focus on reinforcing the BP accessibility and logic clarity to the users so you can utilize our plugin in your product more easily, and precisely. This includes the customization features and gameplay logic manipulation-related features.
We also looked at the editor's basic editing features and tried to enhance them. This includes a bug fix for placing a new node from the pins feature and new widgets for the graph nodes.
Now you can rename your nodes by double-clicking its name on the graph node.
You can rename your dialogue node's name by double-clicking the name on its node, changing it and saving it.
Also, You can rename the fragment's graph node name in the same way.
We tried to enhance the productivity of the fragment system by polishing the editing experiences. This includes new features and bug fixes.
Now the fragment nodes can have their own unique thumbnails and display unique names on their graph nodes instead of the class names.
You can set the thumbnail of the fragment graph node on its detail tab.
Also, You can scale it with the property named
Custom Fragment Thumbnail Scale
You can clamp down the size of the thumbnail to your desired size with the property Fragment Node Thumbnail Max Size on the Dialogue Editor Preference Tab below.
This thumbnail will be displayed even when you perform a drag-drop action to your fragment node between dialogue nodes, So it will clearly increase the distinctiveness of the fragments.
Plus, The thumbnail-related properties are completely stored in the editor only, so you don't need to worry about the image's sizes, so feel free to use it anywhere!
Also, Now the detail tab of the fragment node only displays the properties that are marked as public in either BP or C++. This will be useful when you want to hide some internal properties.
And we also fixed some bugs that bothered us in the editing of the fragment. (This will be mentioned again in the 'fixed' section)
An issue that the fragment doesn't attach on execute nodes has been fixed.
An issue that the fragment doesn't attach on custom nodes has been fixed.
An issue that the fragment node itself crashes when it passes the validity check when the fragment node was copy-pasted.
Now you can specify the category of your custom node types will be displayed on the place a new node tab.
You can see the nodes are being displayed in their category section.
You can customize their display name, description tooltip, category....
...In their BP's class setting tab.
Plus, an old bug that the nodes that have been placed from a pin are not being connected at the initial placement has been fixed. It will boost your productivity.
We realized some of the plugin's BP systems related to the gameplay interaction were not that efficient and almost impractical on our field test, and tried to adjust it via some changes and reinforcements on its features.
Now the dialogue widget has a function named GetDialogueID. It will return the ID of the dialogue being displayed by the widget.
The functions of the dialogue widget with a pre-fix 'On' (e.g., OnDialogueBegin, OnNextNodePlay) have been marked as protected now.
Instead, we added delegates that will be triggered on the same events and marked it as public. This will provide a lot better access to the events of the widget when you have to get it on the outside of the dialogue widget.
Here is the list of the functions that have been marked as protected, and hidden in BP :
OnDialogueWidgetBegin
OnNextNodePlayed
OnDialogueWidgetEnd
OnNodePlayed
OnNodeEnded
OnBeginUpdateText
OnFinishUpdateText
We also renamed the function OnStringPlayed To OnTextUpdate to make it fit with the other text update-related functions.
Here is the list of the new delegates:
FOnDialogueWidgetBegin Dele_OnDialogueWidgetBegin
FOnNextNodePlayed Dele_OnNextNodePlayed
FOnDialogueWidgetEnd Dele_OnDialogueWidgetEnd
FOnTextUpdated Dele_OnTextUpdated
FOnTextSkipped Dele_OnTextSkipped
FOnTextUpdateStarted Dele_OnTextUpdateStarted
FOnTextUpdateFinished Dele_OnTextUpdateFinished
FOnNodePlayed Dele_OnNodePlayed
FOnNodeEnded Dele_OnNodeEnded
FOnDialogueWidgetPopulated Dele_OnDialogueWidgetPopulate
You can find the same delegate properties with the name that doesn't have the dele prefix in BP.
Also, we added a new type of event trigger point named OnDialogueWidgetPopulate. It will be triggered whenever the widget populates a new widget for the dialogue.
We also renamed the property of the UDialogueWidgetBase named ConversationComponents to ParticipantHandleComponent to secure more intuitiveness.
The execute node has been introduced in the 1.9.0 update, but It has a rather burdened design on its actions and is impractical in real usage So we tried to change the design of the action that the execute node performs to secure better productivity.
The execute node got a unique graph node widget.
You can see all the events that are bound to the node.
Now the execute node does not trigger the commands bound to the node, instead, it triggers the events bound to the node directly.
You can see all the events you bound to the node are being displayed.
all the events will be triggered when the execute node is selected as the next node to be played,
if not the event is invalid.
An issue that the fragment doesn't attach on execute nodes has been fixed.
An issue that the fragment doesn't attach on custom nodes has been fixed.
An issue that the fragment node itself crashes when it passes the validity check when the fragment node was copy-pasted has been fixed.
An old bug that the nodes that have been placed from a pin are not being connected at the initial placement has been fixed.