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[Flow] Reroute updates/fixes Reroute nodes can now retype themselves if connected to a new type (and in doing so, break incompatible connections) Copy/paste for data pin reroutes preserves the type of the reroute (was being lost) CR - JDurica, BJarvinen, ECalder [Flow] Add Paste option to the right-click menu for flow nodes formerly could only paste onto a flow-node using ctrl+v. Now we have a right-click option for it CR - BJarvinen [Flow] Added Attach AddOn drop-down to FlowNode (and AddOn) details Adds a more convenient method for attaching addons that is fewer-clicks per operation and a bit less hidden. This is in addition to the right-click menu on these nodes. CR - BJarvinen, ECalder [Flow] Updated Flow Palette filters Improved the Flow Palette Filtering by category to also check superclasses of the UFlowAsset subclass being edited The palette filtering can apply a strict or tentative result, as it crawls up the superclass lineage Updated the categories of a few flow nodes to make them filterable created some starter flow node filtering rules for our flow asset types CR - BJarvinen, ECalder [Flow] Restored the "Choose Parent Flow Asset Params" text that was lost in a Flow merge Mainline flow removed this text (by accident I suppose?), but it's actually necessary to tell the user why they need to select another asset params CR - JDurica [Flow] AddOn Predicate RequireGameplayTags (data pin version) CR - BJarvinen, ECalder [Flow] Refactored the IsInput/OutputConnected interface to be more useful & pin connection change event improvements Refactored some of the variants of IsInputConnected/IsOutputConnected to be FindFirstIn/OutputPinConnection and FindIn/OutputPinConnections functions These new function signatures provide multiple connections when present, and also have FConnectedPin structs as their container Updated existing calls to these functions to use the new signatures Also: Augmented the event for OnConnectionsChanged to have an array of changed connections instead of the old connections array. This new version (OnEditorPinConnectionsChanged) is called on all of the addons on a flow node as well, and has a blueprint signature This change allows nodes to be more reactive to pin connections changing (like changing their Config Text), which was possible before, but not smooth. Updated some flow nodes (Log, FormatText) and the new Predicates for RequireGameplayTags to update their config text on pin connection changes CR - ECalder, BJarvinen [Flow] RequireGameplayTags UpdateConfigText on changes to properties Now it is reactive to pin connections CR - ECalder, BJarvinen [Flow] Setting FlowNode pointer on AddOns more reliably in editor Update the FlowNode pointer in editor for AddOns so that it is usable any time while in editor, can updated when addons are moved/rebuilt CR - ECalder, BJarvinen
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[Flow] Reroute updates/fixes
CR - JDurica, BJarvinen, ECalder
[Flow] Add Paste option to the right-click menu for flow nodes
CR - BJarvinen
[Flow] Added Attach AddOn drop-down to FlowNode (and AddOn) details
CR - BJarvinen, ECalder
[Flow] Updated Flow Palette filters
CR - BJarvinen, ECalder
[Flow] Restored the "Choose Parent Flow Asset Params" text that was lost in a Flow merge
[Flow] AddOn Predicate RequireGameplayTags (data pin version)
CR - BJarvinen, ECalder
[Flow] Refactored the IsInput/OutputConnected interface to be more useful & pin connection change event improvements - Refactored some of the variants of IsInputConnected/IsOutputConnected to be FindFirstIn/OutputPinConnection and FindIn/OutputPinConnections functions
Also:
CR - ECalder, BJarvinen
[Flow] RequireGameplayTags UpdateConfigText on changes to properties
CR - ECalder, BJarvinen
[Flow] Setting FlowNode pointer on AddOns more reliably in editor
CR - ECalder, BJarvinen