Changelog
Version 1.4.0 (September 4, 2025)
Important: Fixed an issue where function 'out' parameters that were not passed by reference appeared as required inputs in the I/O editor. This was primarily an issue in blueprints where functions can have multiple return values.
Level Streaming and World Partition is now fully supported!
I/O actions now use soft pointers for the target actors. This means that the reference to the target actor is persistent, regardless of whether the actor is loaded or not. As a result, you can now safely reference actors from sublevels or data layers! If the target actor is not loaded at the time of execution, simply nothing will happen.
Added blueprint support to exposing events from actor subobjects!
Added a new Local Named Arguments feature to the I/O system. Essentially, this allows you to expose named arguments for variables of the actor to be used when executing I/O actions. Several built in logic actors were updated to use this new feature.
Added
GetLocalNamedArguments
function to the I/O interface.Added a new
LogicDataLayer
actor to support Data Layer loading and unloading.Added native support for the Text Render Actor class.
Added error tolerance to
LogicCompare
for comparing numeric values safely.Added an
EndPlay
event toLogicGlobalEvent
.Added an auto start option to
LogicTimer
.Added a proper root component to
LogicActorBase
to support Level Streaming.Added on-screen error messages when executing I/O actions.
Added support for displaying unloaded target actor references in the I/O editor.
Fixed an issue where some I/O functions of
LogicCase
andLogicCompare
did not work.Fixed an issue where the
StartTimerWithParams
function ofLogicTimer
did not work properly.Fixed an issue where the actor cut action (ctrl + x) was not handled in the editor.
Fixed an issue where the Replicated Level Sequence Actor class did not have the same I/O support as the non replicated version.
Fixed missing
UPROPERTY
marking on I/O event and function list elements.Fixed an issue where the internal
ExecuteCommand
function always returning true.Recategorized logic actor events and functions in blueprints.
Changed
ActorIO.WarnAboutInvalidTarget
console variable to be enabled by default.Changed
ActorIOEvent
to use weak pointer for delegate owner.Changed the action getter functions in
IActorIO
to use weak pointers.Moved logic actor placement category to be higher in the list.
Named arguments are now always processed if
ActorIO.LogIONamedArgs
is enabled.Optimized UI refresh calls to the I/O editor.
The editor module of the plugin has been completely refactored.
Version 1.3.0 (July 22, 2025)
Added a Params Viewer widget that displays the parameters of the selected function in the I/O editor!
All logic actor classes (including blueprints) are now dynamically registered in the "Place Actors" tab of Unreal Engine.
Added blueprint support for registering I/O events and functions externally through the
ActorIOSubsystemBase
class.Added
ResolveUFunction
utility to theActorIOAction
class (C++ only).Added an empty template icon to use for creating custom logic actor icons from. The image can be found in the Resources folder.
Fixed missing target validation in
ExecuteCommand
function ofActorIOSubsystemBase
.Fixed an issue where the error reporting widget of the "Parameters" field in the I/O editor was displaying false errors for functions with a return value, or pass by reference input parameters.
Moved all editor widget classes into a "Widgets" folder.
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 toLogicGlobalEvent
.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 ofLogicCounter
did not fire.Added
OnTargetValueChanged
event toLogicCounter
.Added named param for the value of
OnValueChanged
andOnTargetValueChanged
events ofLogicCounter
. Use$Value
to access the value that the event was fired with.
Version 1.0.0 (March 15, 2025)
Initial release.
Last updated