1.2.3 (major.minor.update) 1 – Major version. Change major version means significant changes and break backward compatibility in core of the Tool. 2 – Minor version. Change minor version mean some new important features and sometimes break compatibility in part of the system. 3 – Update version. Changes are cosmetics, bugs repair, new less important features. Fully compatibile backward with same minor version.
Version
Date
Short Description
1.9.0
2023.10.08
Adapt to UE 5.3, rewrite Action “[Character] Go Next by Spline”, …
Advanced Control Points 1.9.0
Adapt to UE 5.3
Modify some #include in c++ code
FTicker class change to FTSTicker
FDelegateHandle change to FTSTicker::FDelegateHandle
Billboards of Control Point, Spawn Point now is partly translucent because new engine version don’t handle z-order for Material Billboard elements. Pros is better view, cons is worse performance.
Change .uplugin description
Add new Spline Point style “Arrow Gradient Red”
Add new Action “Execute Console Command” which run console command general or for specific player
Completly rewrite action “[Character] Go Next by Spline”
New engine change movement component code so Action must adapt
Remove moving method “Advanced”
Add new moving method “Advanced faced natural” which setup target point some distance ahead character, outside the spline
Add new moving method “Advanced faced spline ahead” which setup target point some distance ahead on spline
Moving Method “Simple” now require little change in Animation Blueprint of Manny or Quinn (turn off checking of acceleration)
Moving Method “Advanced with Pathfinding” is coded by scratch with better performance and stability.
Action now have nice details panel with hidding unnecessary parameters
Almost every moving methods have more parameters and better description in Tooltips
Action with any moving methods supports now two-directional movement on spline, also with Move Order “Randomly”
Moving Method “Advanced with Pathfinding” now require increase bp.ScriptRecurseLimit console command variable because infinite loop can happen. The bigger possible obstacle on spline, the higher bp.ScriptRecurseLimit should be
Create visual debug code for movement on spline, show two important target point of the character, one closer for rotation destination and second farther for movement destination. Debug can be turn on inside action blueprint by “Is Show Debug Objects” variable
Minor code cleaning in BP_ControlPoint
BUG: losing references to BP_Spline in Component code
Overview Map:
Case 9 Character, is rebuild for new version of Action “[Character] Go Next by Spline”
Some cases now use Quinn UE 5 mannequin
Version
Date
Short Description
1.8.1
2023.05.16
Adapt to UE 5.2, bug fixes, protections, cleaning, …
Advanced Control Points 1.8.1
Adapt to UE 5.2
Repair 18 errors in new Unreal Engine policy conderned not initialized C++ variables
Add C++ #include “Materials/MaterialInstance.h” to file CP_Style_Icon.h which is now mandatory
Add protection to “Component->Control Points System Start” which reset “Action Current Index” only when there is -1 value
Remove unused variables from CP_MoveOrder_Sequential
Overview Map:
Make lights a little more comfortable
Shortening several filenames and folder names for avoiding building errors when project has long directory path
Version
Date
Short Description
1.8.0
2022.11.18
Adapt to UE 5.1, Spawn Point huge upgrade, Visualizers, Trigger upgrade, new global functions, bugs, new tabs in Global Manager, 2 new cases in Overview Map, …
Advanced Control Points 1.8.0
Adapt to UE 5.1
Spawn Point:
Add “Spawn Positioner” parameter which decide where randomly spawn new Actor. Every “Spawn Positioner” has its own settings. By default are 14 possibilities [break backward compatibility]:
Point
Ball
Circle
Circumference of Circle
Cuboid
Edges of Cuboid
Surface of Cuboid
Cylinder
Quadrilateral
Edges of Quadrilateral
Line
Line between Points
Sphere
Spline
Add “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 [break backward compatibility]:
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
Add recursive validation to “Spawn Positioner”
Add recursive validation to “Spawn Rotator”
Add new Spawn Point Style Icon “Flag C White”
Add Button “Visualize Positioner Area” (Spawn Point) which show for short amount of time current “Spawn Positioner” area of spawning. Visualizing adapt for current selection of “Spawn Positioner” parameter.
Add Button “Visualize Control Points” (Spawn Point and Component) which show for short amount of time current Control Points mentioned in this Spawn Point
Trigger:
Add Button “Remove Collision” to Trigger which remove current collision. It is helpful when Trigger is started only manually by event
Add new Trigger Task “Modify Trigger” for modify any selected Trigger setting runtime easly
now Trigger has working two Event Dispatchers:
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)
Add Button “Visualize Control Points” which show for short amount of time current Control Points mentioned in Component
Add to “Important Object” possibility to set print string value in his Trigger task
Add new global function “Random, Unique Integers in Range”
Add new global function “Refresh Instance in Editor” which refreshing any instance Actor on the level when programatically change important part of it. Eg. remove/add component.
Add new global function “Add Local Rotation to Rotation” which works the same as “Add Local Rotation” but works only on Rotator
Add new global function “Get Visualizer Duration”
Add new global function “Set Visualizer Duration”
Add Action “Modify Trigger” for modify any selected Trigger setting runtime easly
Upgrade Action: “[Character] Go Next” by new possibility to set parameter “Distance to Finish Action without Stop Moving” random in range [break backward compatibility]
Upgrade Action: “[Character] Go Next N Jump” by new possibility to set parameter “Distance to Finish Action without Stop Moving” random in range [break backward compatibility]
BUG: in CP_Action_CharacterGoNextBySpline during destroy concerned Actor his AIController was destroyed first and when action were stopped it wasn’t accesible.
Correct ToolTip text “Is Should Validate” inside Component
Correct ToolTip text “Occupied Procedure” inside Component
Correct “Blueprint Display Name” text inside “Rotation Procedure->Look Smoothly in the Custom Direction”
Correct “Blueprint Display Name” text inside “Rotation Procedure->Look Smoothly in the Direction of Movement”
Correct “Blueprint Display Name” text inside “Rotation Procedure->Look Smoothly in the Direction of Object”
Correct in BP_ControlPoints some ToolTip texts for some variables
Unification name parameters “LOD Max…” inside [break backward compatibility]:
Global Manager
Control Points
Spawn Points
Splines
Spline Points
Triggers
Add Protection to button “Create New Spline” (Spawn Point and Component) when there is less than two Control Points then Spline is not created and Error is printed to Output Log
add new structs: FControlPoints_IntegerOnDemandWithHide and FControlPoints_ECollisionEnabledOnDemandWithHide
move every general C++ Enums and Structs from CP_BPL.h and other header files to newly create CP_Types.h
Global Manager:
Add tab General:
“Visualizers Duration” set duration for visualizating after click buttons “Visualize Positioner Area” and “Visualize Control Points”
Add tab Triggers:
Button “Adapt Collision all triggers on level”
“LOD Max” set LOD Max parameter on every Triggers on the level
Add to tab Splines new parameter changer: “Is Auto Update Spline” which works on every Spline Points and Control Points on the level
Add ToolTip to every CheckBoxes, Texts, Progress Bars, Buttons and Number Fields in every Tabs. Also to Tabs itself and upper toolbar. Many of ToolTips are interactively change
Overview Map:
Adapt Cases 3,4,12 for new upgraded Actions “[Character] Go Next” and “[Character] Go Next N Jump” by parameter “Distance to Finish Action without Stop Moving”
Visual change Case 3 – Character
Add “Case 9 – Pure Actor” which is a showcase of Spawn Positioners
Add “Case 10 – Pure Actor” which is a showcase of Spawn Rotators
Optimalize by adding LOD to Case 11 Character and Case 14 Character to Texts
Add simple Actor BP_Arror to visualize “Spawn Rotator” parameter
Version
Date
Short Description
1.7.11
2022.10.12
Performance, Global Manager, bugs, …
Advanced Control Points 1.7.11
Upgrade with new feature Action “Set Actor Parameters” by option: Set Actor Tick Interval (secs)
Upgrade “Control Point” by adding LOD separately for Billboard, Arrow&Target, Name Texts
Upgrade “Spawn Point” by adding LOD for Billboard
Upgrade “Spline” by adding LOD separately for Billboard, Spline
Upgrade “Spline Point” by adding LOD for Billboard
Upgrade “Trigger” by adding LOD for Collision Box and for Collision Sphere
Upgrade performance of BP_ControlPoint code: when rendering specified group of billboards, now detecting whether we choose to showing them or not, and then run maintaining code of that billboards or not.
Add Class Icon into Content Browser when plugin is inside Engine (from Marketplace)
Change IconStyle name in C++ to “ControlPointsPluginModuleStyle”: only cosmetic code change
BUG: repair problematic showing “Targetter Name” text in Control Point
BUG: Global Manager in field “Editable Text” format numbers with space after second digit. Then second trial were don’t accepted because of space. Problem solved, now space don’t appear for bigger number.
Upgrade Global Manager:
Add LOD for “Control Points” separately for Billboard, Arrow&Target, Names
Add LOD for “Spawn Points” for Billboard
Add completly new TAB “Spline”: which has maintance all spline on the level also with LOD for Billboard and Spline separately. Also new tab has “Default New Style” for freshly putted “BP_Spline” on the scene
Overview Map has beed improved performance by:
Setup LOD on Control Points, Spawn Points, Spline, Spline Points
Setup LOD on every other static meshes, particles and texts
Reduce lifespan for Character Case 15
Increase time-gap between spawning Characters in Character Case 15
All Screens have one base actor with LOD for Texts
All Texts have one base actor with LOD for Texts
Remove not important showing “Occupator name” and “Targeter Name” above selected Control Points
Version
Date
Short Description
1.7.10
2022.09.22
Overview Map upgrade, Rotation Procedure, …
Advanced Control Points 1.7.10
BUG: Rotation Procedure – Look Smoothly in the Direction of Movement: now don’t skip rotation instantly once per 360 degree
Rotation Procedure – Look Instantly in the Direction of Movement: add 3 new parameters “Move Along X/Y/Z Axis” which determine on which axis you want to rotate
Again throw out Binaries folder from “FilterPlugin.ini”
Overview Map Case 11 Character: repair 4 examples of rotation problem on start
Overview Map Case 11 Character: correct description of rotation examples
Version
Date
Short Description
1.7.9
2022.09.11
Cosmetic changes, …
Advanced Control Points 1.7.9
Shorten paths of some plugin files to adapt Epic Requerements
Version
Date
Short Description
1.7.8
2022.09.08
Overview in-blueprint usage, protections, adapt tool to use in-blueprint, …
Advanced Control Points 1.7.8
Add “Copy Constructor” to Actions:
CP_Action_Trigger
CP_Action_PlayerChangeCamera
Add to FilterPlugin.ini Binaries folder
Remove Hidding/Showing whole actor inside CP_TriggerCollision_Box and CP_TriggerCollision_Sphere for potential children decide about it independently
Add Protections to Control Points Component in many places where Control Points are used
When Control Poins are inside Child Actor Components there is danger that owner actor can be destroyed when level close, before Control Points system stop
Add Protection as event On Destroy in UI_ControlPointUtility and clear “Global Manager Reference”. This protect between level changing crash.
Add protection inside BP_ControlPoint Construction Script to “UI Control Points GM”
Add to Overview Case 8 Pure Actor:
Brazier with Fire as Game-In example how to use single actor with complete Control Points system
Version
Date
Short Description
1.7.7
2022.09.02
Cosmetic changes, …
Advanced Control Points 1.7.7
Remove from FilterPlugin.ini Binaries folder
Version
Date
Short Description
1.7.6
2022.08.30
Remove most of build warnings, …
Advanced Control Points 1.7.6
Fix bad casting after moving files
CP_SpawnChooser_Random
CP_Trigger_Task_Destroy
CP_Trigger_Task_RunAction
CP_Action_DestroyRelatedObjects
CP_Action_BackToAction
Add default values to constructor FParticleSysParamExtended in CP_BPL.h (warnings inform about lack of it)
Modify names PSPT to PSPTE in EParticleSysParamTypeExtended in CP_BPL.h (collision warning with engine names)
Add constructor for FParticleCascadeParamBeam in CP_BPL.h
Add constructor for FParticleCascadeParamTrails in CP_BPL.h
Add constructor for FParticleNiagaraParam in CP_BPL.h
Add constructor for ControlPoints_NiagaraStaticMeshDirectlyOnDemanWithHide in CP_BPL.h
Add constructor for FControlPoints_Texture2DArrayObjectOnDemanWithHide in CP_BPL.h
Add constructor for FControlPoints_TextureObjectOnDemanWithHide in CP_BPL.h
Add constructor for FControlPoints_VolumeTextureObjectOnDemanWithHide in CP_BPL.h
Add constructor for FControlPoints_UObjectReaderPropertyRemap_OnDemanWithHide in CP_BPL.h
Fix bad switches after change Names of EParticleSysParamTypeExtended
CP_Action_ParticleCascadeSetParameters
Fix Blueprint Path for Bluetility in function PluginButtonClicked() inside ControlPointsEditor.cpp
Version
Date
Short Description
1.7.5
2022.08.25
Cosmetic changes, …
Advanced Control Points 1.7.5
Moving folders inside plugin content for Epic Marketplace Guideline
add to FilterPlugin.ini Binaries folder
Version
Date
Short Description
1.7.4
2022.08.24
Cosmetic changes, …
Advanced Control Points 1.7.4
Cleaning and moving folders inside plugin content for Epic Marketplace Guideline
Version
Date
Short Description
1.7.3
2022.08.23
Remove non-Epic content, add mobile character, upgrade overview map, …
Advanced Control Points 1.7.3
Add ESC key to Overview Map
Remove non Epic Content from Overview Map
Replace character in Overview Map by “UE4 Manequinn Mobile” and retarget all Animations, Montages and AnimBP
Remove visible Spawn Point from Overview Case A (Game Ready ShowCase)
Remove Android as target platform (not fully tested yet)
Version
Date
Short Description
1.7.2
2022.08.17
Cosmetic changes, …
Advanced Control Points 1.7.2
Move “ControlPointsOverview” folder to plugin Content folder (required by Epic Technical Review for Marketplace)
Version
Date
Short Description
1.7.1
2022.08.11
Overview Map bugs, protections, …
Advanced Control Points 1.7.1
BUG: In Overview Map Case 12 Character – white and violet example leans at the lowering spline. Repair by move spline to lower position.
language error: CP_Action_PlayerChangeCamera->Behavior change “oryginal” to “original”
Add Protection: to every “GoNext” Actions inside “Event Finish Action” in one frame during “Delay in Object” Action can “Stop” with unpredictable behavior.
Version
Date
Short Description
1.7.0
2022.08.01
Adapt to UE 5.0.3, 3 new actions, 2 new tasks, new functions, fixed 9 bugs, add 3 protections, new case in Overview Map, …
Advanced Control Points 1.7.0
Adapt Plugin to Unreal Engine 5.0.3 version
Add CP_Trigger_Task_RunAction: which run one, user selected action
Add CP_Trigger_Task_SettingsOverride: which Stop Control Point System and run Settings Override
Add New Functionality for Spawned Object from Actions:
Move Spawned Configuration variables to “Configuration|Spawn” in Actions: Spawn Actor, Particle Niagara, Particle Cascade, Spawn Sound 3D
Every Above Actions has new Configuration variable “Object Related Behavior” which inform how to treat spawned object
Create “Object Related Behavior”: “Ignore” and “Destroy when Actor Destroy”
In “AC_ControlPoint” now is a Map “Object Related Behavior” which is reachable by Programmer or designer, and has references to every spawned Object by Actions.
Beware: When object destroy, only Actors remove its reference from this map. Sounds 3D and Particles do not, so don’t trust this map, check by IsValid first !!
Add Action “Destroy Related Objects” which Destroy All Related Object Spawned by this Actor throu Actions
Add Action “Particle Cascade Set Parameters” which add or modify any kind of Cascade parameters (huge action)
Add Action “Particle Niagara Set Parameters” which add or modify any kind of Niagara parameters (huge action)
Extend functionality of “CP_Trigger_Collision_Box” and “CP_Trigger_Collision_Sphere” inside “Override Adapt Collision” for changing “Actor Hidden in Game” of whole Actor (based on the same variable as component is change)
Add to BP_SpawnPoint in “External Called Events” position “Do Settings Override on All Actors Belonging to”
Add Blueprint Description to CP_SpawnChooser_Random
Add extend description for ToolTip to AC_ControlPoints->Is Should Validate
Extend functionality of CP_Action_PureActor_RotateInfinitely: when “Wait Time Min” or “Wait Time Max” is setup to “-1” then Rotation and Action will never finish
Extend functionality of “Settings Override” by Spline
Extend CP_BPL in C++ for many structs and enums used in Particle Actions
Add function in CP_BPL in C++: GetRandomPointBetweenTwoVectors()
Add function in CP_BPL in C++: IsNameNoneOrInvalid()
Every Billboards of Control Point, Spawn Point, Spline Point, Spline (also Spline Component) now have LOD->Desired Max Draw Distance == 25500,0
Now in AC_ControlPoint and BP_SpawnPoint when array “Control Points” is left empty, it’s not create error. Sometimes is desirable to use only Begin Actions.
BUG: Global Manager has “Style Billboard Scale” 0,0 by default. Change to 1,0
BUGs: Infinite loop happen when there is not enaugh control points or only one control point (Move Order Sequentially)
Also add protection to “CP_MoveOrder_Sequential->Get Next Control Point” after branch “Is Looped” when True if is Bypass, now return not to “ADD to Loc Control Point Index Next” but one node after it
Also add protection to “CP_MoveOrder_Sequential->Get Next Control Point” after branch “Is Looped” when True: now is branch checking whether “Loc Control Point Index” == -1, when Actor just start travel or is just after Settings Override
BUG: Control Point and Spawn Point cannot be clicked – change style’s materials Outside, Inside and Icon to non-transparent (Blend Mode change from Translucency/AlphaComposite to Masked)
BUG: now CP_Trigger_Task_Stop support for “Independent Actors” and “Belonging to” option “Stop and Increase Action Index”
BUG: “Do Settings Override” now setup “Set Action Current Index” to -1. Now Settings Override does not go crazy when Control Point has more than one Action
BUG: remove Target on “Settings Override”
BUG: BP_ControlPoint->Do Validate – first Branch “Is Should Validate” from false execute now go stright to return
BUG: CP_Component.h->UCLASS->meta->ScriptName – remove space between “Control Points” because python script during build return error
BUG in UE5: Now Begin play run even when Component is spawned during gameplay, so BP_SpawnPoint now spawn Controller BEFORE Add Control Point Component
Add Protection: CP_Action_GoNext_Base->Event Finish Action when in the middle of “Delay in Object” Actor Concerned destroy, Is Valid of Actor Cencerned is just behind it
Add Protection: CP_ControlPoint.cpp->GetDebugCamera in penultimate line “IsSimulating=false; for be sure without editor always return false
Add Protection: BPL_ControlPoints->Validate – Block “Validate Control Points” when casting to “BP_ControlPoint” has now path when failed
AC_ControlPoint and BP_SpawnPoint has setup by default “Move Order” to “Sequentially”
Some cosmetics blueprint code changes
Change name of “Spawn Particle Cascade” to “Particle Cascade Spawn”
Change name of “Spawn Particle Niagara” to “Particle Niagara Spawn”
Remove from CP_ThirdPersonCharacter Input Bindings what remove warnings
Overview Map change:
Add to Case A information: in UE5 to not-rendering happen you must go far away and turn around
Add zeros to Outliner folders name
Remove SphereReflectionCapture from level
Add Case Pure Actor 8: Showcase of Settings override in triggers and change particle parameters runtime
Version
Date
Short Description
1.6.2
2022.07.12
Unification between UE4 and UE5, …
Advanced Control Points 1.6.2
C++ code unification between versions UE 4.27.2 and UE 5.0.2
Class Icons unification between versions UE 4.27.2 and UE 5.0.2
Version
Date
Short Description
1.6.1
2022.06.30
Adapt to UE 5.0.2, change plugin numeration, Code cleaning and optimization, 3 new class icons, …
Advanced Control Points 1.6.1
Adapt Plugin to Unreal Engine 5.0.2 version
InvokeTab change to TryInvokeTab (C++ deprecated)
Overview Case 9 has thicker obstacle walls for B example working well
Differences UE4<->UE5: Case A, Actor not disappear until player camera will go a long distance
Differences UE4<->UE5: Case 7, Fog is much less dense
Global Manager Adaptation:
Buttons changing main tabs work only because workaround setting their images manually in constructor becouse of UE 5.0.2 bug
White numbers is “Style Billboard Scale” change to Black numbers
Black numbers in choice styles change to light orange
Toolbar Icon for Global Manager now showing in main toolbar
Change text box background color
Every binded float variable used in any Progress bar, was changed to single-precision
Change every icon style for looking good in new Editor Dark Style
Control Point has now duplicated billboards Arrow and Target because of UE 5.0.2 bug which make Material Billboard disappeared in next frame they move
Change Plugin Numeration to 3 number, same as in Unreal Engine. When last number change, stay backward compatibility.
C++ function in BPL “GetBlueprintDisplayName()” now work only in Editor and is much more optimized
Change Screen in Overview to new Material BlueLightTransparent
Upgrade some Class Icon visually
Remove unused function from Blueprint Function Library Runtime
Add Blueprint Function Library Editor and one function “Get Control Points Version ()”
Global Manager get plugin version from “.uplugin” file directly now
Upgrade visually some Styles for Control Points and Spawn Points
Add new class icons:
CP_OccupiedProcedure
CP_RotationProcedure
CP_MoveOrder
Version
Date
Short Description
1.6
2022.06.18
Adapt plugin for building, cleaning, Global Manger upgrade, add styling for SplinePoint, new action and 2 tasks, class icon for task, 6 protections, upgrades, Overview Map, …
Advanced Control Points 1.6
Adapt plugin for building
move many C++ to Editor module
put a lot of pragma “#if WITH_EDITOR” in code
Add to Runtime.build.cs condition for using Editor modules
Add DisplayName and Tooltip to most of UPROPERTY and UFUNCTION in C++ code
Cleaning a lot of old code
Remove not used files
Global Manager update:
Add button to Update All Control Points Style
Add button to Update All Spawn Points Style
Add button to Update All Actors with Component Style
Add styling for BP_SplinePoint
Add unifed styling code and variables
Create few arrow styles with different colors
Add Action Player Enable Input: which Enable or Disable Player Input
Add Task Print String, for printing text to log and/or console
Add Task Player Enable Input, for Enable or Disable Player Input
Add Class Icon to CP_Trigger_Task
Add Protection to Action “Player Change Camera” to finish Action if failed Blend
Add Protection do BP_Trigger Task Destroy to Clear Actor Array after executed
Add Protection to Task Start for validing Actors in Array before Act on them
Add Protection to Task Stop for validing Actors in Array before Act on them
Add Protection to Task Destroy for validing Actors in Array before Act on them
Add Protection to BP_ControlPoint for validing “Animate Target” in node “Get Player Camera Manager” (sometimes “Get Player Camera Manager” return nullptr, I don’t know why)
Upgrade Function “Get Player Controller BPL” to handle also Controller of delivered Pawn
Upgrade BP_Trigger to use Tasks. Remove old Behaviors.
Move Behavior Start functionality to Task Start
Move Behavior Stop functionality to Task Stop
Move Behavior Destroy functionality to Task Destroy
Upgrade BP_SpawnPoint
Resort variable category
remove variable “Spawn Class” and add Array variable “Spawn Classes”
Add new variable “Spawn Chooser” for deside how to get next class from array “Spawn Classes”
Create new “Spawn Chooser” object “Random” for randomly choose classes from array
Create new “Spawn Chooser” object “Sequentially” for get classes from array one by one (with Is Looped option)
Update validation function to validate: “Spawn Classes”, “Spawn Chooser”
Update validation function to validate: “Spawn Triggerator”
Rename Action “Change Player Camera” to “Player Change Camera”
Change Overview Map Screen Materials
Upgrade Overview map:
now use new BP_Trigger with Tasks
now use new BP_SpawnPoint with “Spawn Classes” and “Spawn Chooser”
Case 5 – character, now spawn two different characters sequentially.
Case 5 – character, now has removed begin action “Set Mesh Material” and add this Action to few Control Points
Case 7 – Actor, now has BP_Trigger with few Tasks
Version
Date
Short Description
1.5
2022.06.14
Overview Map 9 new Cases, 3 new protections, a lot of upgrades, 2 new functions, cleaning code, a lot of bugs fixed, 5 new actions, …
Advanced Control Points 1.5
Add to Overview map:
Case 15 – A lot of characters in the same Control Points
Case Pure Actor 1 – Simple move, spawn actor from class, destroy actor
Case Pure Actor 2, 3
Case Pure Actor 4 – Random move order and Control Point Priority
Case Pure Actor 5 – Go Next by Spline for Rockets with ingame example
Case Pure Actor 6 – Crossing two control points paths, dissappear/appear
Case Pure Actor 7 – Ingame Example: Tower showcase with ravens and fog and camera replace trip, everything on splines
Case Character and Pure Actor A – Ingame Example: Teleport when not visible, spawn actor from class
New graphics, vfx and animations from free Epic Content: chopper, raven, rock, wood beam, tower, rocket, few particles, few animations, few audio files
Remove some minor problems in map: errors, warnings, sounds volume, vfx, remove some collisions and more
Make performance optimizations by reduce many textures size
Add new dark material to new type of cases “Ingame Example”
Add Protection to Spawn Point in try to spawn not Pawn bypass spawn AI Controller and Possess
Add Protection to Action Pure Actor Go Next: divide by zero
Add Protections to every important places in projects: divide by zero
Add to Rotation Procedure Look Smoothly in the Direction of Movement tick enable, important for pure Actors
Add to BP_Spline function “Call in Editor” with name “Remove Spline” which remove self with all middle points
Add “Speed Pure Actor” to AC_ControlPoints and add this functionality to:
Action Pure Actor Go Next
Action Pure Actor Go Next by Spline
Add to Action Trigger functionality to add current Index Action when choose
Add to “E_ControlPoints_AlignMethod” case “To Scene Actor” and implement it in:
Action Spawn Actor
Action Spawn Particle Niagara
Action Spawn Particle Cascade
Action Spawn Sound 3D
Add to Component Control Points events “System Start” and “System Stop”
Add to Spawn Point events “Spawned”, “Spawning Start”, “Spawning Stop”
Add to Action Spawn Sound 3D new functionality of lifespan
Add to BPL: Save Divide with Divisor Substitute
Add to BPL: Get Player Controller BPL
Visually prepare every blueprints and c++ code before release
Make some cleaning and moving folders and files in whole project
Remove not used two interfaces from project
Remove not used code from many blueprints and many c++ files
Add legal to every cpp, h, build.cs files
Fulfill .uplugin with more information
Bug Repair in Settings Override: copy Rotation Procedure
Bug Repair which don’t release Occupied after Settings Override
Bug Repair with Move Order Randomly Control Points priority: if first occupied then Actor with do not bypass, don’t go next
Bug Repair with Rotation Rate: Rotate not always in the same time concerned Rotation Rate. Take care of:
Action Pure Actor Rotate
Action Pure Actor Rotate to Object
Action Character Rotate
Action Character Rotate to Object
Rotation Procedure: Look Smoothly in the Direction of Movement
Rotation Procedure: Look Smoothly in the Custom Direction
Rotation Procedure: Look Smoothly in the Direction of Object
Bug Repair: can’t click BP_SplinePoint
Bug Repair: when finish game before lifespan actor then editor crash
Add Action: Pure Actor Rotate Infinitely
Add Action: Set Actor Parameters
Add Action: Change Player Camera
Add Action: Spawn Actor from Class
Add Action: Destroy Actors
Version
Date
Short Description
1.4
2022.05.27
Create intependent and Action Trigger, 2 new cases in Overview Map, 5 new protections, bugs, cleaning, …
Advanced Control Points 1.4
Code Cleaning
Create Advance BP_Trigger as part of Advance Control Points Plugin (moved from Overview directory)
Create Behaviors objects: Start/Stop/Destroy
Create Special C++ function for Add Component in Editor (add to BPL)
Create Collision objects: Box/Sphere
Add special Class Icon
Add Action Trigger with the same functionality as BP_Trigger
Add to Overview map:
Case 13 – Showcase of Action Trigger possibilities
Case 14 – Showcase of BP_Trigger possibilities
Reorder variable category in Control Point
Add Protection to Component to Stop System before Destroy Actor (other way Current/Concurrent Action can still exist)
Add Protection to do not start system if it’s already working
Add Protection to Action Character Go Next to event “Do Stop Action” to check if it’s valid AsyncTask (can be not valid if Action wait for not occupied Control Point)
Add Protection to Component in “Try to Switch Next Action” when there is last begin action and we Stop System then “Control Point Index” is -1 (handle the case)
Add Protection to Spawn Point when instantly after spawn actor is destroyed (handle the case)
Repair few bugs related to Start/Stop System
Version
Date
Short Description
1.3
2022.05.21
Actions upgrade, 4 bugs fixed, 3 new protections, create Overview Map with 12 cases, cleaning code between modules, add new styles for billboards, …
Add special functionality to Action “Spawn Particle Cascade” advance lifetime functionality)
Add special function to BPL “Set Object Lifetime” working on Components, pure UObjects and Actors to
Add special functionality to Action “Character Go Next by Spline”. now in Simple Mode Floor position can be counted or not
Add to Action “Character Go Next by Spline” Tooltip indications to which Mode they concerned
Add “Stop Action” to Every Existing Actions
Bug Repair: “Action Align to Current Control Point” don’t clean Targetter
Bug Repair: Jump Wait Bool do not working
Bug Repair: GetBlueprintDisplayName() in BPL will Crash if input UObject is not valid
Bug Repair: MoveOrder Randomly with “Ignore Priority” and “Always Consider Priority” stop AI when found Occupied/Targetter Control Point as First Closest One
Add Protection Code to “Create Unique Name” used with “Make Object Copy” and unify to One function in BPL
Add Protection to Spawn Point event “Start Spawning” by “Is Validated”
Add Protection to Action “Character Go Next” to Event “Alternative Finish Action by check Is Valid “Async Task”
Create Overview Map inside Project Content with 12 cases for Character Actions
Create BP_ControlPointsTrigger (inside Overview)
Use Two Particles from Epic Content Infinity Blade Effect
Modify code of Rotation Procedure in Action “Character Go Next”, to manually count source direction of movement (This upgrade visually using rotation procedure for character)
Move Class Style (Content Browser Icons) from Runtime to Editor Module
Add Control Point Styles: Orange and Violet (Outside + Inside)
Add Control Point Styles: Minus, Plus (Icons)
Add Spawn Point Styles: E, F, G, !, ?, +, -, Plane, Steps (Icons)
Version
Date
Short Description
1.2
2022.05.07
10 new Actions, upgrade 4 Actions, add external API for Spawn Point and Control Point and Component, refactor actions, general upgrade, bugs fixed, 6 new functions, …
Advanced Control Points 1.2
Add Action: [Character] Align to Current Control Point
Add Action: [Character] Set Movement Component Parameters
Add Action: Spawn Emitter
Add Action: Play Sound 2D
Add Action: Spawn Sound 3D
Add Action: [Character] Play Anim Sequence
Add Action: [Character] Stop Anim Sequence
Add Action: [Character] Play Anim Montage
Add Action: [Character] Stop Anim Montage
Add Action: Print String
Upgrade Action: [Character] Go Next by Spline
Add Move Method advance and pathfinding
Upgrade base Action: [Character] Go Next
Upgrade Action: [Character] Align to Current Control Point
Add Move Method advance
Upgrade Character GoNext Actions possibility to finish Action before Destination point without finish MoveTo
This can make smooth move without one frame stop
Add to Spawn Point new EventGraph called “External Called Event” which Managing Spawn Point and every Actors belonging to:
Start Spawning
Stop Spawning
Run Action on All Actors Belonging to (only moved from default EventGraph)
Stop Control Points System on All Actors Belonging to
Start Control Points System on All Actors Belonging to
Stop Spawn Point and Stop Control Points System on All Actors Belonging to
Destroy All Actors Belonging to
Stop Spawn Point and Destroy All Actors Belonging to
Add to Control Point Component new EventGraph called “External Called Event” which Managing Spawn Point and every Actors belonging to:
Control Points System Start (only moved from default EventGraph and rename from “Movement Start”, also add input param “Is First Start”)
Control Points System Stop
Action Stop
Action Concurrent Stop
Create new possibilities to Start/Stop system. This Possibilities now working only with actions:
[Character] Go Next
[Character] Align to Current Control Point
[Character] Go Next by Spline (need to be done start position)
Refactor Action: [Character] Go Next N Jump
Now it is a child of GoNext action
Refactor every Character GoNext Action for “Set Actor Location” of counting velocity for Animation, now working better but still not same as “Move To” Node
Add actualised validation for every new and upgrade Actions
Folders and files cleaning and moving
Validation of freshly spawn Actor with Component
Need to C++ implementation to detect if it spawn on begin play, in game, or inside editing blueprint
Add Rotation Procedure for Spawning Actor with existing Control Points Component
Add AI Controller as Instance Editable and repair logic of newly spawn AI Controller
Hide “Is First Create” variable in Spawn Point
Removed from every “Character” actions condition about NOT having interface
Add plugin version number to Global Manager near logo
Add first time this Change Log
Bug Repair of Empty “Actor Concerned” in every Rotation Procedure when cant bypass occupied Control Point
Bug Repair of Occupied Procedure not actualised in Tick in GoNext Actions
Bug Repair of Action [Character] Align to Current Control Point, when start too close it stop immediately
Minor Bugs repair in Control Points Component
Add function to BPL: “Spawn Actor with Control Points Component BPL”
Add function to BPL: “Find Path to Location Synchronously BPL”
Add function to BPL: “Spawn Actor with Control Points Component BPL”
Add function to BPL: “Spawn Emitter at Location BPL”
Add function to BPL: “Play Sound 2D BPL”
Add function to BPL: “Spawn Sound at Location BPL”