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*[on April 27th, 2024](https://github.com/combo-graph/combo-graph/pull/54)*
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## Fix includes for 5.4
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Also fixed test automation for 5.3 / 5.4 and the issue around latent spec (or found a workaround rather): [combo-graph/ComboGraphTests@`bfc487b`](https://github.com/combo-graph/ComboGraphTests/commit/bfc487b802795ff8cfe68ffd9ade0aabaa1578ff)
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Updated CI workflow for linux to use shared workflow from BlueprintAttributes: <https://github.com/BlueprintAttributes/workflows>
*[on November 1st, 2024](https://github.com/combo-graph/combo-graph/pull/57)*
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## Collision Component - Added option to register hits client side
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Removed the Authority check from ANS
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Added a debug on client checkbox that shows the debugs line on clients even tho the hit are registered only on the server Added a RegisterHitsOnClients checkbox which allows registration of hits client side (client debugs are forced in this case) Added to the log who is emmiting them (server, client 1, client 2 etc)
description: "Fix edge lookup with custom BP nodes"
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eleventyNavigation:
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parent: Changelog
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key: Changelog_PR_58
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title: "1.5.0 - PR #58"
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excerpt: "Fix edge lookup with custom BP nodes"
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layout: layouts/markdown
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---
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*[on November 3rd, 2024](https://github.com/combo-graph/combo-graph/pull/58)*
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## Fix edge lookup with custom BP nodes
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Added fallback when edge map lookup is failing and hash gets stale due to custom BP nodes edited in editor.
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Works by checking if edge can be found in current edge map and if it fails, fallback to a slower lookup comparing start and end node in the edges map. For most cases, we still use the map fast lookup but fallback to slower traversal in case the map find by hash failed.
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The start and end node comparison is to handle cases where the same issue happens further in the graph after the conduit.
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The issue with old / stale hash maps seems to happen with 4 or more outgoing edge connections. Important as well to test reproducing the issue without the CG asset being opened in editor, cause graph gets rebuild on PIE begin if it's opened (debugger related).
description: "Collision Component - Fix application of effect / cue containers on clients"
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eleventyNavigation:
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parent: Changelog
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key: Changelog_PR_59
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title: "1.5.0 - PR #59"
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excerpt: "Collision Component - Fix application of effect / cue containers on clients"
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layout: layouts/markdown
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---
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*[on November 3rd, 2024](https://github.com/combo-graph/combo-graph/pull/59)*
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## Collision Component - Fix application of effect / cue containers on clients
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when gameplay event is originating from clients, as introduced in [#57](/changelog/pull/57) and possibility to register hits on client.
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Effect containers were handled by ensuring the usage of a WaitNetSync only server wait task in the play montage task, before trying to trigger EventReceived delegate (where application of containers happen). This avoid a situation where gameplay effect ends up in a "Predicting and Waiting" state (as seen using `showdebug abilitysystem`)
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For cue containers, we ensure we only apply them on authority like it was done before. This is to prevent an assertion / ensure error (which might be a PIE only thing) when a project is using ComboGraph custom effect context to pass down and replicate CueParamsObjects from combo node instances (e.g. additional params for SFX / VFX in cue containers).
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The stack trace was pointing at NetSerialize of the HitResult.
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