← 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.mdindex is gone: it repeated the repository’sREADME.mdalmost 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 TickandDo For Duration— the tooltips of theCompletedpin and ofBreak Loop/Cancelno longer describe afalsevalue 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 receivesbCompletedFully.- Documentation — the recipes page says which recipes were built in the editor. Documentation
- Documentation — the loop nodes and
Do For Durationhave noCompleted Fullyoutput 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 —
bStartTickingOnInitializeis copied into the tick intent when the object is created and again byShutdown(), not read byInitialize(). Documentation - Documentation — the loop nodes log the engine’s own world-context warning before the plugin’s
Errorwhen they run without a world; both engine messages are now listed. Documentation - Documentation —
FSCFlowDurationUpdatetakes(float Alpha, float DeltaTime). Documentation - Documentation — the C++ cores can call
FinishedinsideStart()(no world, or a loop withCountof0or less), andIsRunning()already returnsfalseinsideFinished. Documentation