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v1.1.24

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@db-lyon db-lyon released this 19 Jul 04:00

v1.1.24

Merges three reviewed community pull requests: opt-in Blueprint pin replacement with safe rollback, skeletal-mesh socket listing with mesh/skeleton source tags, and a docs clarification. Verified by a full plugin build on UE 5.8 plus the unit suite.

Server

  • blueprint(connect_pins) gains opt-in breakExistingSource / breakExistingTarget. It checks idempotency before breaking any link (including after Unreal reinstantiates graph pins during compilation), restores the exact prior links and dirty state if the replacement connection fails, and reports how many links were replaced. (#706, thanks @alexkenley)
  • asset(list_sockets) on a SkeletalMesh now returns mesh-local sockets alongside assigned Skeleton sockets, each tagged source: "mesh" or source: "skeleton"; add_socket stays mesh-local for SkeletalMesh assets by default. The animation-category wrapper moved to list_animation_sockets to retire the list_sockets registration collision. (#621, thanks @alexkenley)

Docs

  • animation(get_bone_transforms) now documents that omitting boneNames returns every bone (index, parentIndex, transform), so the full skeleton topology is discoverable in one call. (#708, thanks @Chex4ever)