3.1
Last updated
Last updated
Engine support: 5.5
This update focuses on quality-of-life, debugging and IFP's presentation.
All major classes related to IFP now have custom slate icons
A one-time welcome popup now appears on engine startup to help direct new users to the documentation
Custom IFP log category has been added. To help with logging, most of IFP's PrintString's has been replaced with a new function; LogIFPMessage
The ItemFailedSpawn delegate now gives a reason why it failed. It also logs the reason.
LootItem now lists failure reason and logs the reason.
Fragments dropdown menu's filtering is now more advanced.
For item asset fragments, it will hide all fragments that return false through SupportsItemAsset
Fragments can now opt out of the dropdown menu by overriding DoNotShowInDropdown and returning true. Useful for fragments that are only applied during runtime.
When the item widget can not evaluate to any icon, it will print an error and assign a "Bad Blueprint" error texture to the widget to indicate something is wrong.
When saving an asset and it can't evaluate an icon, it will also alert you through the output log.
All properties inside the item asset are now BlueprintReadWrite
. This is to help editor tools automate the creation of item assets.
LoadItemAssets now has a callback for when all items have been loaded.
UniqueID can now be used in TMaps/TSets
You can now override the max stack on items through the new MaxStackOverride
tag value.
Some arrays, such as the item components, external objects will now remove nullpointers and shrink themselves during garbage collection.
Timed crafts no longer use a timer, they use the tick event and keep track of the game time to decide when the craft should finish.
This is to allow crafts to occur while the game is paused.
Added RD_TimeToCraftBase, which has a overridable function for getting the time it takes to craft a recipe. This provides more flexibility, for example creating a timed craft recipe data that returns a different value depending on the characters crafting skills.
StartComponent could in some cases not alert the client.
Item icons could shrink in some cases when equipping
GetItemComponent would in some cases add an item to the network queue, but not remove it.
Preview actors were causing external objects to receive irrelevant updates.
MassReduceCount could fail with non-stackable items.