1.10.1
This is a bugfix release, but due to the nature of the fixes, you'll probably need to change your code interacting with the plugins. Various invalid usages that might have gotten lucky and usually worked are now being check
ed instead of invoking undefined behavior. In other places, a world context now needs to be provided explicitly instead of it being (sometimes wrongly) inferred.
To ease migration to the next version, it is recommended to make world context objects the first parameter of methods (this
counts as the first parameter for non-static members). This is not currently a requirement, and parameters at any position are candidates to be world objects, like in previous versions.
UE5Coro
- Numerous
check
s were added to validate being on the game thread or in a valid world when this is required for correct operation. This mostly affects latent coroutines, or using latent awaiters in async mode around world startup/teardown or in the editor. - Fixed world context object parameters sometimes not being read to determine a latent coroutine's world. This might change which world was detected in multi-world scenarios.
- Latent coroutines are stricter when determining the world to use. Some functions that used to work might require an explicit world context parameter now.
- The latent timeline coroutines now take an explicit world context object as the first parameter.
UE5CoroAI
- MoveTo overloads now allow more types of goals (such as APawn*). This was overly limited by mistake.
UE5CoroGAS
- Gameplay ability coroutines are now more robust in finding a world. This improves reliability of NonInstanced abilities.