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Releases: Ciberusps/unreal-helper-library

v1.5.1 - Stability release

14 Jun 20:10
2c4d328

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What's Changed

Full Changelog: v1.5.0...v1.5.1

v1.5.0

11 May 18:28

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Main changes

  • Modular structure, now all things splitted on mostly independent modules - UHLAI, UHLGAS, UHLEditor, UHLDebugSystem, ... by @Ciberusps in #33
  • CommonMaps like in Lyra but better, with maps introspection in folders for example you can not only define some commonly used maps but also say "hey look for maps in that folder and show them" by @Ciberusps in #37
  • [DebugSystem] DebugCategories dropdown menu in toolbar by @Ciberusps in #36
  • UHLStateTree - StateTree plugin is new way to create complex AI's from Epic Games and now UHL has separate plugin with StateTreeAI support, target is to create same evaluators/globaltasks/tasks/conditions like in BehaviorTrees, for now its on extra early stage, probably in several months its will be feature reach as BehaviorTrees(if I wont be lazy)

Breaking Changes / Migration guide

  1. now instead of "UnrealHelperLibrary" we have UHLAI, UHLGAS, UHLDebugSystem, UHLCharacter, UHLEditor if you used C++ update your YourProjectName.Build.cs
- 			PublicDependencyModuleNames.AddRange(new string[] { "UnrealHelperLibrary", "UnrealHelperEditor" });
+			PublicDependencyModuleNames.AddRange(new string[]
+			{
+				"UnrealHelperLibrary",
+				"UHLEditor",
+				"UHLCharacter",
+				"UHLGAS"
+			});
  1. Due to splitting plugin on modules some settings required to be fixed
  • UHLEditor - in Config/DefaultEditor.ini make rename
// Config/DefaultEditor.ini
[/Script/UnrealHelperEditor.UHESettings]
rename to 
[/Script/UHLEditor.UHLEditorSettings]
  • UHLGASSettings - in Config/DefaultGame make rename to
// Config/DefaultGame.ini
[/Script/UnrealHelperLibrary.UHLSettings]
rename to 
[/Script/UHLGAS.UHLGASSettings]
  • [optional] for UHLDebugSystemSettings automatic migration was written but if for some reason it dont work just move settings from
// Config/DefaultEditorPerProjectUserSettings.ini  
[/Script/UnrealHelperLibrary.UHLDebugSubsystemSettings]
to 
// Config/DefaultGame
[/Script/UHLDebugSystem.UHLDebugSystemSettings]
  1. Some includes might be broken, so check errors and fix them
- #include "AbilitySystem/UHLAbilitySystemComponent.h"
+ #include "UHLAbilitySystemComponent.h"
  1. remove generated folders in project folder - Binaries/Intermediate/DerivedDataCache/Saved

  2. build

Improvements

Full Changelog: v1.3.3...v1.5.0

FAB initial release

08 Mar 16:20

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What's Changed

Full Changelog: v1.3.2...v1.3.3

v1.3.2 - UE5.5

09 Jan 15:18
1ec3884

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What's Changed

Initial release for UE5.5

Critical changes

  • Now all GameplayAbilities by default use InstancingPolicy - InstancedPerActor due to UE5.5 GAS changes, some abilities might broke due this settings.

Update recommendations:

  • don't forget to use Retrigger Instanced Ability for melee attacks abilities that should be retriggerable

Full Changelog: v1.3.1...v1.3.2

v1.3.1 - stability realease UE5.4

05 Jan 11:11
77ec1fd

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What's Changed

  • end of updating for UE5.4. UnrealHelperLibrary completly works and quite stable for UE5.4 but wont receive recent changes from this moment. To install stable UE5.4 use command - git
  • now main branch by default will use UE5.5

Full Changelog: v1.3.0...v1.3.1

v1.3.0

14 Oct 13:01

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This is probably the biggest update.
In this release I was focused on GAS improvements, now GAS module comparable to AI.

Long story short - 5 big things made:

  1. AbilitySystem - huge improvements in all fields
  2. DebugSubsystem - new debug subsystem with easy setup
  3. Docs coverage - many things before were undocumented but used by my own for months
  4. Bug fixes, now main branch quite stable, if you want to stay on bleeding edge of UHL - latest changes always on dev branch.
  5. Preparing for FAB release

Now you have 3 levels of advancement using GAS with UHL
image

  1. entry - just using abilities/attributes in your character on start of a project
  2. when you understand that you want to share some abilities to other characters - use AbilitySets
  3. when your team grows and you understand that locking whole character just to add ability is or change some ability system settings is too much - use AbilitySystem Config and optionally defaults in UHLSettings

New

GAS

Most improvements heavily influenced by Lyra sample project but modified to suit for common needs

  • AbilitySystem
    • Init AbilitySystem available from blueprint, supports custom attributes init via
    • AbilityInputCache [beta]
    • FireGameplayEvent
  • GameplayAbility
    • new events
      Image
    • new ActivationPolicy - OnSpawn
  • AbilitySets
    • Give to Player and RemoveByTag from ASC
    • supports both giving/removing from external places and giving to ASC GiveAbilitySet and removing by call RemoveAbilitySetByTag
    • DebugPreviewAbilities from AbilitySets
  • AbilitySystemConfig - for editing ASC config external
  • UHL Settings - settings for UHL
    • Defaults for AbilitySystemComponent and AbilitySystemConfig
  • BPL functions
    • TryActivate/Cancel abilities
    • FireGameplayEvent and more

DebugSubsystem

Docs will come soon https://github.com/Ciberusps/unreal-helper-library#debugsubsystem

Breaking change

What's Changed

New Contributors

Full Changelog: v1.2.1...v1.3.0-rc2

Some screenshots

AI_nodes
AbilitySystemComp InputSystem onent
GAS_Nodes
DebugSubsystem
DebugSubsystem_2
Снимок экрана 2024-10-14 224243
BlueprintNodes

v1.2.1

13 Sep 19:25

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What's Changed

Minor fixes/improvements

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

v1.2.0

25 Aug 12:13
f2d1ba2

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What's Changed

Various bug fixes

  • BTC_RandomSelector drop chances by @Ciberusps in #4
  • BTD_InRange TargetActor validation by @Ciberusps in #3
  • refactoring v1.1 by @Ciberusps in #7
    • fix BTD_InAngle, should calculate angle to Actor/Vector, not AIController
    • BTT_SetBBValue check Enum is valid, fix crash
    • add RelativeAngleToVector
    • add BTD_InRange - bCalculateDistanceIn2D
  • BTT_PlayAnimMontage - fix aborting by @nozomanai in #6

New Contributors

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

v1.1.0

01 Jul 08:15

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Fixed critical issues, integrated in real project, works fine

What's Changed

Full Changelog: v1.0-UE5.3...v1.1.0

v1.0.2

25 Jun 08:42

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