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Patterplay Unreal 0.1.0

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@github-actions github-actions released this 04 Jul 14:48

Added

  • The native C++ Patter runtime (header-only, standard library only) wrapped in a Blueprint-
    and C++-friendly plugin: scenes, blocks, run/choice/branch/sequence selectors,
    sticky/fallback options, call-return jumps, conditions + effects, visit counts, {@ref}
    interpolation, game events, tags, and gameData merge-at-read.
  • UPatterEngine / UPatterFlow + FPatterStep / FPatterOption: the whole play loop
    drivable from C++ or Blueprint, plus typed property get/set (@patter and wired external
    values).
  • A .patterc importer: the file becomes a UPatterBundle asset in the content browser.
  • Localisation: play any locale of an Embedded bundle, or ship an IDs-only bundle and
    localise in your own system. Closed-caption cue stripping supported.
  • Audio resolution: UPatterAudio (BlueprintCallable) resolves each line to its winning take
    from a patteraudio.json manifest (it resolves the path; playback stays yours).
  • Live state: the Window ▸ Tools ▸ Patterplay Runtime State editor panel watches and
    edits a running engine's @patter properties (type-aware editors + reset-to-default);
    register with RegisterForDebug.
  • Live Link: FPatterDebugLink streams the story cursor to Patterpad and hot-reloads edited
    bundles into the running game (ApplyLiveBundle: strings-only or full swap, state kept).
  • Structure introspection: GetOutline / GetBeatSequence expose the authored tree
    (per-beat text, character, gameData, tags) for tooling like Sequencer binding.
  • The sibling PatterplayDemo sample project (open its .uproject straight from the
    unpacked zip): APatterplayDemoActor (the minimal integration) and ATourDemoActor (the
    interactive Patter tour, with optional audio resolution).