v1.1.24
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"orsource: "skeleton";add_socketstays mesh-local for SkeletalMesh assets by default. The animation-category wrapper moved tolist_animation_socketsto retire thelist_socketsregistration collision. (#621, thanks @alexkenley)
Docs
- animation(get_bone_transforms) now documents that omitting
boneNamesreturns every bone (index, parentIndex, transform), so the full skeleton topology is discoverable in one call. (#708, thanks @Chex4ever)