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