← Changelog

v0.8.0

Table of contents

Added

  • Unreal Engine 5.8 — built for the editor and for Development and Shipping game targets, and the full automated suite passes on Win64. It joins 5.7 in the compatibility table. Documentation
  • Documentation — graph images: the quick start shows the finished first graph, and the For Each Index Per Tick, Wait Until and Print String Formatted pages and the recipes show the graphs they describe.

Changed

  • Documentation — the Documentation/README.md index is gone: it repeated the repository’s README.md almost line for line. The README’s Documentation section is now the index every page links back to, and the README links to the product page.
  • Documentation — the glossary moved to its own page, and each term links to the page that explains it. Documentation

Fixed

  • Documentation — Unreal Engine 5.5 and 5.6 are listed as known not to compile, instead of as not verified: both were built, and both stop on engine API that first appeared in 5.7. Documentation
  • For Each Index With Delay, For Each Index Per Tick and Do For Duration — the tooltips of the Completed pin and of Break Loop / Cancel no longer describe a false value the Blueprint node has no pin for. They now say that a full run and a stopped one leave through the same pin, and that only a C++ handler receives bCompletedFully.
  • Documentation — the recipes page says which recipes were built in the editor. Documentation
  • Documentation — the loop nodes and Do For Duration have no Completed Fully output pin in Blueprint: an async node takes its data pins from its first delegate only. The quick start no longer asks for that pin, and the Flow concepts page explains how to tell a full run from a stopped one. Documentation
  • Documentation — bStartTickingOnInitialize is copied into the tick intent when the object is created and again by Shutdown(), not read by Initialize(). Documentation
  • Documentation — the loop nodes log the engine’s own world-context warning before the plugin’s Error when they run without a world; both engine messages are now listed. Documentation
  • Documentation — FSCFlowDurationUpdate takes (float Alpha, float DeltaTime). Documentation
  • Documentation — the C++ cores can call Finished inside Start() (no world, or a loop with Count of 0 or less), and IsRunning() already returns false inside Finished. Documentation