Changelog

Version 1.2.0 (June 17, 2025)

  • Important: Standardized how functions are executed in editor vs. packaged games. We noticed that executing functions with their parameter(s) default values worked fine in the editor, but would suddenly stop working after packaging the game. This happened due to how Unreal's reflection system stores these values (in editor only metadata). Going forward, all function parameters must be given in the I/O editor! As a result, you may encounter errors on levels that seemed to work just fine with previous versions. We encourage everyone to run a Map Check on all game levels to see if any issues pop up.

  • Added function parameter validation to Map Check.

  • Added native support for the Level Sequence Actor to handle in-game cinematics.

  • Added new CallLevelBlueprintFunction I/O function to LogicGlobalEvent.

  • Added an error reporting widget to the "Parameters" field of the I/O editor.

  • Moved I/O action's target object resolving into its own function.

  • Fixed actor tooltip not being visible when hovering on selected actor's icon in I/O editor.

  • Fixed an issue where tooltip was visible for the "clear" action in event / function selection boxes in I/O editor.

Version 1.1.1 (March 22, 2025)

  • Fixed an issue where custom I/O events registered from blueprints did not work in packaged games.

  • Fixed false action warnings when running a Map Check.

  • Removed unnecessary actor tick requirement for I/O component.

Version 1.1.0 (March 20, 2025)

  • Fixed an issue where the OnValueChanged event of LogicCounter did not fire.

  • Added OnTargetValueChanged event to LogicCounter.

  • Added named param for the value of OnValueChanged and OnTargetValueChanged events of LogicCounter. Use $Value to access the value that the event was fired with.

Version 1.0.0 (March 15, 2025)

  • Initial release.

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