Limits

What the plugin does not do by design, what disappears in Shipping, and the engine versions and platforms it has not been built for.

Table of contents
On this page
  • Plugin-wide
  • Per entry
  • What disappears in Shipping and Test
  • Not verified

Plugin-wide

  • A C++ project is required. The plugin is compiled with your project.
  • UE 5.7 and 5.8 on Win64 are the only built-and-tested combinations, and 5.5 and 5.6 do not compile — see what has been built and tested, release by release.
  • Nothing replicates. No entry knows about the network. A loop, a drive or a wait runs where it was started and nowhere else.
  • The C++ Flow layer is EXPERIMENTAL and may change shape without a major version bump.
  • Game Thread only. Every entry is driven by the world’s tick pass or by the console. Nothing in the plugin is thread-safe; calls from other threads are unsupported.
  • The four Flow nodes are placeable on an event graph only, never inside a function graph.
  • No content ships. The descriptor allows content; the distribution carries none.

Per entry

USCTickableObject

USCConsoleCommandRegistrySubsystem

The loop nodes

Do For Duration

Wait Until

What disappears in Shipping and Test

EntryShippingTest
Print String Formattedcompiled outcompiled out
Console command registration, SC.Debug.Pingcompiled outpresent
Everything elsepresentpresent

Why each entry goes, and what still exists of it in the build that drops it: the print node is dropped by the Blueprint compiler, the registry by a preprocessor guard.

One more thing goes from Shipping, and the plugin does not decide it: the engine, by default, compiles logging and ensure out of it, so every message in Diagnostics is absent there too.

Not verified

  • Platforms other than Win64, and engine versions newer than UE 5.8 — the dependency list suggests they would work; none has been built. Versions older than 5.7 do not compile, so they are not on this list.

A report confirming or contradicting this is useful: Issues.