April 16th, 2019 - Unreal Engine 4.20 - 4.22
Change Tick Rate of State Machine
- State Machines now support a variable delay in seconds between ticks.
- Added explicit Tick override option for ActorComponents.
- Added/Removed some EditConditions around tick properties to better display when one option requires another.
- Adding or changing a State Machine reference will default the path to the current Blueprint's folder.
- Initializing State Machines when using nested references improved.
- Duplicating a top level K2 State Machine node will correctly rename it when the name is already in use.
April 2nd, 2019 - Unreal Engine 4.20 - 4.22
Add Reference to State Machine
- Other State Machine blueprints can now be directly referenced within a State Machine graph. This allows a single State Machine to be reused multiple times.
- The context of the super State Machine will be passed into the reference automatically.
- The reference will inherit the super State Machine's replication settings.
Convert State Machine to Reference
- Convert an existing State Machine in-place to a reference.
- This will also look for any existing variables that are referenced and recreate them in the new blueprint. Any additional event graph logic or custom functions won't be copied.
- Blueprint Helper Nodes (Such as 'Time in State') can now be copied and pasted into supporting graphs.
- Removed EditAnywhere from some properties which weren't intended to be modified manually.
February 21st, 2019 - Unreal Engine 4.19 - 4.21
Collapse Nodes to State Machines
- Selected state nodes can be collapsed to a nested state machine while preserving transitions.
- Can add comments to state machine graphs.
- Multiple instances of a state machine can be debugged properly now.
- Fixed crash when a nested state machine was removed while opened in the editor.
- Added work around for engine level crash when undoing the creation of a graph for the second time while the graph is open in the editor.