Releases: Ciberusps/unreal-helper-library
v1.5.1 - Stability release
What's Changed
- UHLStateTree - new plugin for StateTree with nodes like in UHLAI. Its don't have much things for now(tbh only Cooldowns/Turns implemented) but will add tasks/evaluators/conditions/considerations like in UHLAI https://github.com/Ciberusps/uhl-state-tree
- Niagara ANS with gameplaytags requirements ANS_UHLGAS_TimedNiagaraEffect
- To what direction enemy moves relative to your position enemy movement dirs calculation - GetEnemyMovementDirectionRelativeToCharacter, GetMovementDirection, ConvertMovementInputVectorToDirection
- GameplayAbilities cancelling handling - now you can EndAbility when you want on cancel not instantly [UHLGAS] GameplayAbility "bCancelManually"
- [UHLGAS] WaitAbilityDeactivate
- [UHLGAS] TryActivateAbilityAndWait payload with InstancedStructs
- change RotationRate in for characters from ANS expecially helpful for mobs attacks in 3d action [UnrealHelperLibrary] ANS_ChangeRotationRate
- AbilityAsync version of AbilityTask
WaitAttributeChangeRatioThresholdcan be used in all blueprints not only GameplayAbilities [UHLGAS] AA_WaitAttributeChangeRatioThreshold - [UHLDebugSystem] fix bug "ByDefaultEnabledInBuildTypes" DebugCategory should enable in build for categories that "bRequiresPlayerControllerToEnable"
845156d - for switching on enemy animation baked camera ANS_SpawnAndSwitchPlayerCamera
- change character capsule properties over time with bledings ANS_ChangeCharacterCapsule
- [UHLDebugSystem] fix scrolling of UHLDebugCategoriesListWidget
- and many fixes
Full Changelog: v1.5.0...v1.5.1
v1.5.0
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
- now instead of "UnrealHelperLibrary" we have
UHLAI, UHLGAS, UHLDebugSystem, UHLCharacter, UHLEditorif you used C++ update yourYourProjectName.Build.cs
- PublicDependencyModuleNames.AddRange(new string[] { "UnrealHelperLibrary", "UnrealHelperEditor" });
+ PublicDependencyModuleNames.AddRange(new string[]
+ {
+ "UnrealHelperLibrary",
+ "UHLEditor",
+ "UHLCharacter",
+ "UHLGAS"
+ });- Due to splitting plugin on modules some settings required to be fixed
- UHLEditor - in
Config/DefaultEditor.inimake rename
// Config/DefaultEditor.ini
[/Script/UnrealHelperEditor.UHESettings]
rename to
[/Script/UHLEditor.UHLEditorSettings]- UHLGASSettings - in
Config/DefaultGamemake 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]- Some includes might be broken, so check errors and fix them
- #include "AbilitySystem/UHLAbilitySystemComponent.h"
+ #include "UHLAbilitySystemComponent.h"-
remove generated folders in project folder -
Binaries/Intermediate/DerivedDataCache/Saved -
build
Improvements
- [AI] InvokeGameplayAbility ValueOrBBKey_GameplayTag by @Ciberusps in #28
- Add InterpolateToPosition OutHit Result by @DRICODYSS in #32
- [AI] RandomChance scalable by @Ciberusps in #35
- [AI] BTD_GameplayEffectCooldown by @Ciberusps in #39
Full Changelog: v1.3.3...v1.5.0
FAB initial release
v1.3.2 - UE5.5
What's Changed
Initial release for UE5.5
- UE5.5 by @Ciberusps in #24
Critical changes
- Now all
GameplayAbilitiesby default use InstancingPolicy -InstancedPerActordue to UE5.5 GAS changes, some abilities might broke due this settings.
Update recommendations:
- don't forget to use
Retrigger Instanced Abilityfor melee attacks abilities that should be retriggerable
Full Changelog: v1.3.1...v1.3.2
v1.3.1 - stability realease UE5.4
What's Changed
- end of updating for
UE5.4.UnrealHelperLibrarycompletly works and quite stable for UE5.4 but wont receive recent changes from this moment. To install stable UE5.4 use command -git - now
mainbranch by default will useUE5.5
- v1.3.1 by @Ciberusps in #18
Full Changelog: v1.3.0...v1.3.1
v1.3.0
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:
AbilitySystem- huge improvements in all fieldsDebugSubsystem- new debug subsystem with easy setupDocscoverage - many things before were undocumented but used by my own for months- Bug fixes, now
mainbranch quite stable, if you want to stay on bleeding edge of UHL - latest changes always ondevbranch. - Preparing for FAB release
Now you have 3 levels of advancement using GAS with UHL

- entry - just using abilities/attributes in your character on start of a project
- when you understand that you want to share some abilities to other characters - use AbilitySets
- 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
- AbilitySets
- Give to Player and
RemoveByTagfrom ASC - supports both giving/removing from external places and giving to ASC
GiveAbilitySetand removing by callRemoveAbilitySetByTag - DebugPreviewAbilities from AbilitySets
- Give to Player and
- AbilitySystemConfig - for editing ASC config external
UHL Settings- settings for UHL- Defaults for
AbilitySystemComponentandAbilitySystemConfig
- Defaults for
- BPL functions
- TryActivate/Cancel abilities
- FireGameplayEvent and more
DebugSubsystem
Docs will come soon https://github.com/Ciberusps/unreal-helper-library#debugsubsystem
Breaking change
UHLAbilitySystemComponentinitialization now simplified, check new instructions https://github.com/Ciberusps/unreal-helper-library#abilitysystemcomponent
What's Changed
- debug categories by @Ciberusps in #12
- AT_InterpolateToPosition - add check collision by @DRICODYSS in #15
New Contributors
- @DRICODYSS made their first contribution in #15
Full Changelog: v1.2.1...v1.3.0-rc2
Some screenshots
v1.2.1
What's Changed
Minor fixes/improvements
UBTT_PlayAnimMontagefix stucking on anim after time by @nozomanai in #8AbilityInputCacheby @Ciberusps in #9UBTT_PlayAnimMontagebug fix by @nozomanai in #10
Full Changelog: v1.2.0...v1.2.1
v1.2.0
What's Changed
Various bug fixes
BTC_RandomSelectordrop chances by @Ciberusps in #4BTD_InRangeTargetActor validation by @Ciberusps in #3- refactoring v1.1 by @Ciberusps in #7
- fix
BTD_InAngle, should calculate angle to Actor/Vector, not AIController BTT_SetBBValuecheck Enum is valid, fix crash- add
RelativeAngleToVector - add
BTD_InRange-bCalculateDistanceIn2D
- fix
BTT_PlayAnimMontage- fix aborting by @nozomanai in #6
New Contributors
- @nozomanai made their first contribution in #6
Full Changelog: v1.1.0...v1.2.0
v1.1.0
Fixed critical issues, integrated in real project, works fine
What's Changed
- Upgrade to UE5.4 by @Ciberusps in #1
Full Changelog: v1.0-UE5.3...v1.1.0






