Comments (4)
Will update Flow after having a stable build for our demo, but it's great to know you still improve Flow. It is an incredible plugin, and I use it everyday.
Thanks for the kind words :)
By the way, there is a FGameplayTagQuery struct, which seems does the job you are taking about.
I know. I was thinking about using it, but it uses quite confusing naming, which generally isn't much human-friendly.
Decided to follow here the rule "write code easy to understand" :)
from flowgraph.
Hi, @MrBrenan
Sorry for the long wait...
I implemented this request, at least partially... Not sure if you mean matching Identity Tags
or Notify Tags
here... Especially that some NotifyTag
became NotifyTags
containers at some point ;)
I exposed enum to control how these Identity Tags
on a node should be compared with Identity Tags
of registered components.
At first, I've tried to implement it for Notify Tags
... However, it's tricky. The node receives only a single Tag at the time, so currently there's no way to check if "all Notify Tags were sent". As system doesn't remember notify tags passed previously. It just checks the tag sent with the current notify.
Let me know if I adding Identity Match Type
was that you requested ;)
from flowgraph.
Hi @MothDoctor !
Thanks for the update, yes I was talking about Identity Tags so it's perfect!
Will update Flow after having a stable build for our demo, but it's great to know you still improve Flow. It is an incredible plugin, and I use it everyday.
from flowgraph.
By the way, there is a FGameplayTagQuery struct, which seems does the job you are taking about.
from flowgraph.
Related Issues (20)
- Crash when creating a new node from pin HOT 2
- Implement Diff similar to blueprints HOT 2
- Tightly integrate Asset Search with Flow Graphs HOT 2
- Add Asset Guid property to UFlowAsset
- Only one custom input is triggered and Subgraphs can (maybe) trigger custom inputs if not active HOT 2
- Refactor numbered pins support, so it would fully safe to add regular pins
- Component Observer may continue triggering outputs if the last component triggered a finish during UFlowNode_ComponentObserver::StartObserving HOT 3
- Wrong number of newly added output pin on Sequence node HOT 1
- Make LoadRootFlow & LoadSubFlow accessible to Blueprints
- Double-Clicks of Nodes open C++ class. HOT 1
- Play Level Sequence: "Pause at End" does nothing HOT 1
- RootInstances not removing flow graph when graph has finished HOT 3
- Unreal Editor Crashing due to custom node HOT 4
- Reroute node does not format correctly when going in reverse HOT 1
- Alignment feature does not work in the FlowGraph HOT 1
- Add to the "Plugin Downloader" HOT 1
- Palette does not indent headers for sub-categories
- Nodes with Context Pins, loose ALL pins on CTRL+Z / can lead to crash HOT 2
- [Question] I'm curious about how you create and release versions different versions of engine all at once? HOT 1
- Create Welcome window when opening editor with Flow Graph for the first time
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