2.5.0 ~ 2.5.2
We've been through some of the hot fixes (patch versions) for this minor version category, and didn't have time to wrote release notes for all of those versions at the time. Here is the release note for those 3 versions.
In this version, we tried to improve the editor of Joint and Joint Native, especially with the visuals of them.
New Design Scheme for Every Node
Joint and Joint Native took a new graphic update for the editor visuals.
Now nodes' color are much more vivid and easy to notice as well!
Minimize Fragment's Visual By Slate Detail Level
Now you can specify the Slate Detail Level
to apply each of fragments on the graph.
You can now stow nodes to provide minimal information of them while keeping the space it uses tight as possible, helping you to organize your graph easily.
See how many spaces are saved from stowing your node. all of those 3 nodes are the same node, same functionality, but different display details level (Max, Minimal, Stow)
You can change its slate detail level on the detail tab while selecting nodes on the graph.
Also, you can specify the default Slate Detail Level
on the fragment's class default, to use on the initialization of the graph node that contains that runtime fragment.
New Design System for Node Visuals - Iconic Node
Now Joint and Joint Native supports Iconic Node
brush for the every node.
To say, now you can specify the icon of the nodes in much easier way.
You can even specify a UI material for them - For extra visual achievement!
BP Fragment Compiling logic control
Plus, Now you can attach your custom compilation logic for your fragments - this is different from the blueprint compilation, but only for the dialogue graph compilation.
By overriding OnCompileNode
, you can now implement the data validation logic for your fragments and also attach messages for the compilation with different severity - with halting the packaging process with the Error severity.
Due to this, now only thing that BP and runtime fragment doesn't support became the slate customization, and this is also very likely to be implemented in the future update as well.
Dialogue Compiler Feature Improved
Now Dialogue Compiler
also checks for the validation of the FDialogueNodePointer
structures, preventing invalid references to go into the packaged build.
Default OnNodeBeginPlay Logic Has Been Changed
Now it removes invalid sub node array elements before it starts off, preventing the system to work as intended in such cases.