Version 1.3 Up!
Version 1.3 is up, this version is a very big overhaul to the AnimSequence system, which lets us provide a lot of support for future features, besides that this version contains the following key features:
- AnimSequences as independent assets (must be parented to an AnimBP, in order to let the compiler know how to link the custom notifies)
- AnimSequences are now an abstract class, which can be derived to give support to other animation sources besides paper2D (we tested with Creature2D and will upload the source code for that support on a github account, so you can hook it up)
- Full backwards support: After loading, the editor will create all the new AnimSequences (if you're compiling from source you will see an ensure trigger, this is normal, as the AnimSequences are now an abstract class; all your AnimSequences will be recreated as AnimSequence_Flipbook). Please remember to save ALL the created assets, to avoid issues.
- Sequences has backwards support too, but due to the nature of how its implemented, you have to open all your sequences first and slide the cursor (so they get Initialized)... this will queue the character and the Template section will be able to obtain the data from it.
- Custom settings, so you can customize how and where to put newly created AnimSequences via the Animation Editor.
- Full IWYU support, the code base is pretty big, so it took some time to fixup every dependency.
- New AnimPlayer, which is responsible of running the AnimSequences.. this player comes with 3 delegates: "OnPlaybackSequenceChanged", OnPlaybackSequenceComplete, OnPlaybackSequenceLooped), and on the AnimBP: for sequence swap and sequence playback complete.
- Fixed general crashes and errors when re compiling BP notifies while having a notify panel open.
- Fixed Stack overflow when having two bidirectional states with transitions active.
- Added bIgnoreTimeDilation on AnimBP, so you can have global time dilation without affecting your character's animation.
- Added support to opt out of "TransitionalStates": With transitional states you can go to State A to C, passing from B, on the same frame without having a direct connection... the queue will only play the last transition + target state... this helps make the graph smaller, but can lead to too much recursion, (and stackoverflows on our previous bug).. for that we added a limit on recursion and visited states... Opting out from transitional states gives you a faster graph, but with the price of having to create every connection, if you don't want flicker on your animations.
There's a lot more, besides optimization and bug fixes... i hope you enjoy it.
Please remember to back up your project; because of the nature of this update, and the cheer size of it... some errors could have escaped our QA.. in that case, please refer to this support thread or join us at our discord.
Next update will come with some big new tools... so be prepared..
Hope you have a good day and be safe!
Files
Get PaperZD
PaperZD
Animation State Machine and Notify Events for Paper2D.
Status | Released |
Category | Tool |
Author | Critical Failure Studio |
Tags | 2D, plugin, ue4, Unreal Engine |
More posts
- UE4.26 support uploadedDec 09, 2020
- UE4 4.25 support addedMay 18, 2020
- 4.24 version upJan 18, 2020
- 4.23 version up + hotfixesSep 13, 2019
- 4.22 + Hotfixes UPJun 02, 2019
- Hotfix 1.2.5Aug 18, 2018
- Added 4.20 versionAug 07, 2018
- Version for 4.19 Up againJul 12, 2018
- Removed version 4.19 until bug is solvedJul 11, 2018
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