Advanced Control Points it’s now in version 1.8.0.
Upgrade concerned around a huge Spawn Point upgrade, new tabs in Global Manager and adaptation to Unreal Engine 5.1.

Spawn Point has now Spawn Positioner parameter which decide where randomly spawn new Actor. Every Spawn Positioner has its own settings. By default are 14 Spawn Positioners:
- Point
- Ball
- Circle
- Circumference of Circle
- Cuboid
- Edges of Cuboid
- Surface of Cuboid
- Cylinder
- Quadrilateral
- Edges of Quadrilateral
- Line
- Line between Points
- Sphere
- Spline
Spawn Positioner has recursive validation. Custom Spawn Positioner can be easly created for your needs.
[break backward compatibility] but by default is setup as “Point” which make compatibile backward existing Spawn PointsPicture is a showcase of new Case 9 – Pure Actor in Overview Map.

Spawn Point has now Spawn Rotator parameter which decide how to set rotation of newly spawn Actor. Every Spawn Rotator has its own settings. There is possible to setup one Spawn Rotator for every axis or setup one Spawn Rotator every axis separately. By default are 6 possibilities:
- Fixed
- Same as Spawn Point
- To Object
- Forward Vector from Spawn Point (to position of newly spawned Actor)
- Forward Vector to Spawn Point (from position of newly spawned Actor)
- Random
Spawn Rotator has recursive validation. Custom Spawn Rotator can be easly created for your needs.
[break backward compatibility] but by default is setup as “Same as Spawn Point” which make compatibile backward existing Spawn PointsPicture is a showcase of new Case 10 – Pure Actor in Overview Map.
Spawn Point has new Button which make visualization for short amount of time the Area where is the the place of Spawning.
Spawn Point and Component have new Button which make visualization for short amount of time all Control Points belong to this Spawn Point or Component.
Trigger has new Button which remove current collision. It is helpful when Trigger is started only manually by event.
New Trigger Task Modify Trigger and new Action Modify Trigger – both doing the same: modify Trigger settings runtime.
You can change collision of Trigger and Max Triggered parameter for decide how many times it can be triggered;
- On Trigger Perform – which run when Trigger perform
- On Trigger Cannot Perform – which run when Trigger try to perform, but cannot, eg. End up of Max Triggered parameter
- Random, Unique Integers in Range
- Refresh Instance in Editor
- Add Local Rotation to Rotation
- Get Visualizer Duration
- Set Visualizer Duration

Actions [Character] Go Next and [Character] Go Next N Jump now have upgraded parameter Distance to Finish Action Without Stop Moving with possibility to set Range as random value. This upgrade is especially usefull with Random Move Order for create very natural movement.
[break backward compatibility] but by default its behavior is set as “Do not use” which make compatibile backward existing Actions
Global Manager has new tab General.
Visualizers Duration set duration in seconds for visualization after click buttons and
.

Global Manager has new tab Triggers.
Button .
LOD Max set LOD Max parameter on every Triggers on the level.

Tab Splines has now new parameter changer Is Auto Update Spline which works on every Spline Points and Control Points on the Level
Whole Global Manager on every CheckBoxes, Texts, Progress Bars, Buttons and Number Fields in every Tabs – now have ToolTips. Also Tabs itself and upper toolbar – now have ToolTips. Many of ToolTips are interactively change.
Few minor bug fixes and add some protections to code.
C++ code is more clean now with new file CP_Types.h for all global types.
Some new C++ structs where added.
Correct some ToolTips and Blueprint Display Names for better understanding.
Unificate name parameters LOD Max… inside:
Unificate name parameters LOD Max… inside: [break backward compatibility]
- Global Manager
- Control Points
- Spawn Points
- Splines
- Spline Points
- Triggers
For detailed list of changes in this release check Change Log page.