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Releases: JonasReich/OpenUnrealUtilities

v1.3.0

03 Apr 23:20
2f0cfa1
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Supported Targets

Unreal Engine Versions: 5.2, 5.3
Platforms: Win64, PS5, Linux

What's Changed

General Code Changes

  • Added support for Linux cross-compilation
  • Added support for UE 5.3 and C++20

Gameplay Tags

  • Implemented typed gameplay tag containers for blueprints in 7e2b1fb
  • Added gameplay tag dependencies interface to propagate and track gameplay tags between objects in b44a6cc

Other New Utilities

  • Added a first draft of a generic actor pool in 900367f
  • Implemented first draft of multiplayer functional tests in 86780fc

Other Fixes

  • Fixed the majority of static analysis issues reported by ReSharper for Unreal Engine
  • Fixed all cook warnings caused by code or assets in this plugin
  • Other miscellaneous fixes

Full Changelog: v1.2.1...v1.3.0

v1.2.1

18 Aug 20:44
9508a30
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Supported Targets

Unreal Engine Version: 5.2
Platforms: Win64, PS5

What's Changed

  • Fixed compilation for PS5 Development Build Configuration

Full Changelog: v1.2.0...v1.2.1

v1.2.0

14 Aug 00:43
e050910
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Supported Engine Versions

  • 5.2

What's Changed

  • Upgrade to UE 5.2
  • Runtime
    • Literal gameplay tags can now be extended from other modules
    • Utility functions for gameplay tag manipulation in Blueprint
    • Moved JSON serialization code to OUUJsonDataAssets (see below for more details)
  • Editor
    • Added an extensible validator for gameplay tags
    • Improved configurability / extensibility of typed gameplay tags
    • Added "simple class picker dialog" utility functions
  • Other
    • Added "ForEach (Set)" blueprint macro
    • Added LatentAutomationPIEWorldLoader for launching PIE worlds in automation specs
    • Various bug fixes

JSON Serialization & Data Assets

The ue5.2 branch was used for a while to develop functionality for JSON serializable data assets. This functionality was since moved to OUUJsonDataAssets, as a dedicated plugin.

I moved it out to its own plugin before this release, because it adds lots of complexity that not everyone will want, especially because it influences the behavior of the content browser, asset validation and cook and can't be fully de-activated.

Some related JSON serialization helpers were moved to that plugin as well.

Full Changelog: v1.1.0...v1.2.0

v1.1.0

30 Oct 23:49
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Supported Engine Versions

  • 5.0

What's Changed

  • Editor Tools
    • All Editor Utility Widget Blueprints are auto-discovered on Editor startup
    • New Editor Widget (Blueprint): ValidationHUB
    • New Editor Widget (Blueprint): Layout Cheat Sheet
    • New Editor Widget (C++): Material Analyzer
    • Actor Map is now registered as tab widget in developer tools (it can still be opened via console command in dev builds)
    • Added OUUMapsToCook developer settings that expose UI for Unreal's cook map list via MapIniSections in DefaultEditor.ini
  • Gameplay Debugger
    • New base class for gameplay debugger extensions and categories for simplified key binding and debug drawing
    • Improved animation gameplay debugger
    • New "View Modes" gameplay debugger. Similar functionality to DebugCamera, but in the regular game camera.
    • New shortcuts for selecting local player, closest NPC, other players in Gameplay Debugger
  • Commandlets
    • Added a world partition builder that allows exporting a maps Minimap to PNG files
  • Miscalaneous
    • New animation utility libraries
    • New template: TScopedAssign allows a scoped assignment to fields and restoration of previous value
    • Literal gameplay tags can now be linked to gameplay tag subclasses for blueprint exposed typesafe gameplay tags
    • New Actor Action Utility that draws selected actor bounding boxes
    • Exposed OUU log to Blueprint, so you can log with controlled verbosity as alternative to Blueprint print messages
  • Maintenance
    • Reorganized plugin editor Blueprints
    • Consistent styling of parameter docs that ensures UE picks up more reflection information

New Contributors

Full Changelog: v1.0.0...v1.1.0

v1.0.0

17 Apr 16:25
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This is the official 1.0 release of the Open Unreal Utilities plugin! 🥳

Supported Engine Versions

  • 5.0

What's Changed

  • Upgrade to UE 5.0
    • Updated code for new engine API
    • Deprecated all OUUUMG utilities besides the UOUUWindow user widget class.
      Please use UE5's CommonUI plugin instead for managing widget layer stacks and input routing.
      Check out Epic's LYRA sample project for reference.
  • Runtime
    • Added a string parser for gameplay tag queries - not very optimized, don't use at runtime (yet)
    • Added a template for read-write-locked variables to simplify access management
    • Added text library for dynamic list concatenation of FTexts
    • Added macro that enables bitmask operator support
    • Added Json library that allows serializing object properties from json
  • Blueprint
    • Added generic platform process library (allows launching external applications from Blueprint code)
    • Added property path helpers to get and set arbitrary property values from strings
    • Exposed object, class and property flags to Blueprint
    • Added new flow control Blueprint macros (also available for AnimInstances now)
    • Added clipboard library to read and write OS clipboard
  • Debugging utilities
    • Canvas graph plotting (used e.g. in sequential frame scheduler gameplay debugger)
    • Added animation gameplay debugger
  • Editor utilities
    • Added some generic editor asset actions
    • Added ouu.CompileAllBlueprints console command (same syntax as CompileAllBlueprints commandlet)
  • Code style/quality
    • Introduced clang-format file and unified/fixed formatting accordingly
    • Renamed namespaces to comply with implicit UE5 naming conventions
  • Other
    • Added texel checker materials
    • Added material functions for sRGB/linear conversion of entire vectors
    • Various bug fixes

Contributions

  • Fixed issue with tokenized message log messages being missing by @CloobGD in #2

Full Changelog: v0.8.0...v1.0.0

v0.8.0

17 Apr 16:28
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v0.8.0 Pre-release
Pre-release

Supported Engine Versions

  • 4.26
  • 4.27

What's Changed

  • Upgrade to UE 4.27
  • Added lexical operators for Blueprint
  • Simplified message log functions and added UE_LOG-like macros
  • Reworked bitmask utilty functions to work with both engine enums and custom enums that implement OUU bitmask traits
  • Debugging tools
    • Added gameplay debugger category type list which simplifies registering of debugger categories
    • Added enhanced ability system gameplay debugger category
    • Added actor map window
    • Moved all debugging tools into new module OUUDeveloper

Full Changelog: v0.7.0...v0.8.0

v0.7.0

17 Apr 16:29
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v0.7.0 Pre-release
Pre-release

Supported UE Versions

  • 4.26

What's Changed

  • Added plugin logo (matching to Open Unreal Conventions)
  • Improved clang compatibility for PS4/Linux targets (still not guaranteed to run on those platforms)

Full Changelog: v0.6.0...v0.7.0

v0.6.0

17 Apr 16:30
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v0.6.0 Pre-release
Pre-release

Supported UE Versions

  • 4.26

What's Changed

  • New Utilities: Spiral IDs, GarbageCollectionListener
  • Various smaller bug fixes, improvements and cleanups

Full Changelog: v0.5.1...v0.6.0

v0.5.0

17 Apr 16:30
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v0.5.0 Pre-release
Pre-release

Supported UE Versions

  • 4.26

What's Changed

  • New Utilities: Literal Gameplay Tags, WorldBoundSFSchedulerRegistry
  • Renamed/moved a bunch of utilities to reduce conflicts with other projects

Full Changelog: v0.4.0...v0.5.0

v0.4.0

17 Apr 16:31
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v0.4.0 Pre-release
Pre-release

Supported UE Versions

  • 4.26

What's Changed

  • Various fixes and stability improvements
  • Unified plugin log category usages

Full Changelog: v0.3.0...v0.4.0