The fragment system has been reworked to be more useful. It now has some functions that you can override and use to manipulate the widget's layout or game system that will be triggered when the base node that the fragment is attached to has started to be played or started to be finished. Try this out. It's a really remarkable feature that is the most reusable and comprehensive way of manipulating and managing the nodes and giving intuitive information on the nodes.
Now the fragment system got new fresh example assets for the explanation.
An issue that the custom node-related functions appear to be override-able in a class that is derived from the fragment node has been fixed.
This system is not depreciated anymore. It will get further support related to bug fixes, example assets, and additional features.
A new Error Indicator system has been added. Now you can see the list of the bugs that can be caused by the current setting of your dialogue manager asset. The number of issues that can be predicted by the indicator on the dialogue editor will be increased through further updates.
Now the simple dialogue subsystem got an additional function: "GetAllDialogues". It simply returns all of the dialogue widgets that are being played on the world.
Now the plugin got 'Logical dialogue condition' as its content asset. you can use some basic logical operators like 'and', 'or', 'nand', 'xor', and 'not ' with dialogue condition struct.
Now you can access the functions of the speech bubble widget that make it easier to control the interpolation and rendering location.
Now you can control whether to add a widget to the viewport or not on the ‘StartDialogue’ functions on the subsystem.
Now you can use the context text editor in the detail tab on any dialogue context structure-property. It will be useful on some occasions like when you have to use it on your custom node.
Some of the editor actions have been optimized to take less time on its action.
General design for the context text editor has been changed.
The bug that the advanced text editor was not working properly on the higher version of the engine above 5.0 has been fixed.
The bug that the advanced text editor automatically swaps the‘ <’, ‘>’ symbol to the <! , &rt! has been fixed.
The bug that the text style table picker was not displaying the list properly on the higher version of the engine above 5.1 has been fixed.
The warning logs related to the depreciation of render transform accessibility have been handled.
The warning logs related to the depreciation of FEditorStyle have been handled.
Some of the editor-crashing bugs have been handled.
A issue that listener participants in dialogues also speak a line together with the speaker participants has been fixed.
Now the speech bubble widget can be used with a widget component since you can now decide whether to add the widget to the viewport automatically or not.
The issue that creates some flickering with lags on the nodes when you edit the dialogue node on the editor has been fixed.
The detail tab of the nodes has been reworked to support much better productivity.
Some of the bugs that cause some lag spikes on the dialogue editor have been fixed. The experience with the editor will be much smoother.