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Changelog

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For each item in the change sets, a quick icon description can be found:

New Feature | Improvement | Bugfix | Deprecation Warning

Version 1.0 - 18/12/2022

  • First release, compatible with Unreal Engine 5.0 and 5.1.

Version 1.1 - 02/01/2023

  • Replicated Movement Interface and equivalent Handler. This allows calling custom movement inputs on the character, used for replication.
  • State Handler Interface and equivalent Handler. Useful for toggle/momentary switches of states, such as Aiming, Sprinting, etc.
  • Gameplay Ability handlers for Confirm and Cancel abilities.
  • A Combo Ability Handler that triggers the ability and from there will send a Gameplay Event on further activations.
  • new feature Ability Switch, which has the same behaviour as the switch above, but with GAS-related setup.
  • Wrong variable names, fixed plugin's documentation link and updated copyright info.

Version 1.2 - 16/01/2023

  • All ability activation handlers support events (for combo systems), which replaces the old "Combo Ability" handler.
  • All ability activation handlers support toggling activations and interruptions, which replaces the old "Ability Switch" handler.
  • Dedicated handlers for Ability Interruptions (by class, tags and input IDs).
  • Improved Display Names for Handlers so they are easier to find.
  • All registered Input Handlers will properly trigger, instead of just the first one.

Version 2.0 - 14/02/2023

  • A new Data Asset (UNinjaInputSetupDataAsset) was introduced to create a centralized way to setup Contexts and Handlers. This is the official way to add/remove Input Configuration from now on.
  • An animation-based Input Buffer was added and can be used. Please check the official documentation for more details about this functionality.
  • Editor integration: new Blueprint Handlers and Data Assets can be created from the "Right Click/New" menu, under the Input category.
  • In the plugin's Settings Page, you can enable on-screen messages to ensure that your Handlers are being triggered at all, even if they are not working as expected.
  • Small tweaks on the Manager Component to improve readability, more documentation added.
  • The Manager Component is only tracking the events that are actually relevant by default (as long as proper Input Triggers are used for the Input Actions) and it was moved to the Settings page.
  • All Gameplay Events are properly triggered on Local Client and Server now.
  • Configuring the Input Handlers directly in the Manager Component, while still supported, is now deprecated and will be removed in the near future. You can copy and paste your properties into the new Data Asset.

Version 2.1 - 22/02/2023

  • Data Asset validation that will check for missing assets and optionally match all Handlers with the Context, to ensure all Actions are covered.
  • Made the InputBufferInterface more flexible so it can depend less on the Input Manager Component. There's also a new NinjaInputBufferComponent that can be used as base for new Input Buffers.
  • Trigger events will now broadcast correctly and won't erroneously duplicate the state when an Input Action changes the trigger state in the same frame.
  • Removed deprecated properties from the Manager Component.

Version 2.2 - 15/05/2023

  • Support for Unreal Engine 5.2.
  • Input Handlers have a GetWorld method that can be used during a "Handle" function.
  • Refactored the Ability Activation base class to make it easier to modify and extend this class' hierarchy.
  • Changed the Asset Color for Ninja Input assets to improve their readability.
  • Added all default triggers available from the Enhanced Input to the Ninja Input event tracking (in the Settings Page).
  • Fixed a bug where the Input Buffer would remain active when the notify is interrupted.
  • The actual boolean value of the Input Action is now being considered for Activating Abilities. This is relevant for Pressed/Released triggers.
  • Removed the tag check for toggled/gameplay event ability activation as it's redundant now due to the proper boolean check listed above.
  • Unreal Engine 5.0 is deprecated.

Version 2.3 - 10/01/2024

  • Added GetPawn function to the Input Component. It returns the owning pawn, regardless of where the component was added, Pawn or Controller.
  • In some cases, when adding Input Setups via Begin Play, the controller may not be possessing the pawn yet. A new flow was introduced for such scenarios.
  • Organized C++ folders so they are homogeneous with other Ninja Bear plugins.
  • Improved the initialization flow to avoid odd issues with networked respawns.
  • Improved support for the component when added to Controllers.
  • Removed support for Unreal Engine 5.0.

Version 2.3.1 - 28/02/2024

  • Fixed the Forward Reference retrieval for controller-based setup.
  • Removed support for Unreal Engine 5.1 and 5.2.

Version 2.4.2 - 05/04/2024

  • Added a "Double Tap" trigger.
  • Introduced the UNinjaInputAbilityActivationCheck which can handle odd ability activation cases (such as the tap trigger).

Version 2.5.2 - 30/04/2024

  • Added the new IInputSetupProviderInterface that allows you to provide new Input Setups when pawns are possessed/unpossessed.
  • Upgraded to Unreal Engine 5.4.
  • Fixed a bug that was keeping old setups when pawns were being unpossessed.

Version 3.0.0 - 04/07/2024

  • Input Handlers now expose Elapsed Time for inputs, via additional parameters for the handler functions for "Triggered" and "Ongoing".
  • Modified the Input Handler function call hierarchy, so it can be extended with access to the original Input Action Instance.
  • This is a Major Version Update, meaning it might break custom code. Specifically custom handlers invoking the HandleTriggeredEvent and HandleOngoingEvent.

Version 3.0.1 - 08/07/2024

  • Added the missing UFUNCTION macro to the Make Function for MakeBufferedInputCommand.