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docs/Features/AddingNodeSpawnShortcut.md

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title: Adding Node Spawn Shortcut
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layout: default
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---
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1. Create `DefaultEditorPerProjectUserSettings.ini` in your project's Config folder, if you don't have this .ini yet.
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2. Add this section to the .ini
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```

docs/Features/AssetSearch.md

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title: Asset Search
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layout: default
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Feature based on the engine plugin added in UE 4.26. The plugin is marked as beta, probably because of the search performance.
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## Using the feature

docs/Features/ForcePinActivation.md

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title: Force Pin Activation
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layout: default
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* It's a debugging feature available from Pin's context menu during PIE.
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* Allows pushing the graph execution in case of blockers, i.e. specific node doesn't work for whatever reason and we want to continue playtesting.
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* It works both on Input pins and Output pins. You can even trigger unconnected Input pins this way.

docs/Features/GenericGameplayTagEvents.md

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title: Generic Gameplay Tag Events
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layout: default
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Nodes available in the Flow plugin support finding actors and communicating with them by Gameplay Tags.
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- This can have many advantages over using soft references to actor instances, i.e. changing actor instance name won't break reference.
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- This also allows communicating with actors spawned in runtime, i.e. all characters.
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- You can call multiple actors identified by the same Gameplay Tag, which may be useful in many cases.
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Obviously, you can use soft references to actors in your project-specific Flow nodes. Although the Flow plugin comes with a mechanism to call events in a generic way, without the need to know the actor's class and functions.
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# Adding Flow Component to Actor
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* Add `Flow Component` to the actor.
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## Adding Flow Component to Actor
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* Add `Flow Component` to the actor.
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* Assign a unique gameplay tag on the `Identity Tags` list.
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![image](https://user-images.githubusercontent.com/5065057/176913188-077dc82a-2c7d-4af1-ac30-42d7fba869d5.png)
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# Calling Actor events from the Flow Graph
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## Calling Actor events from the Flow Graph
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* Add the `Receive Notify` event from the Flow Component.
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![image](https://user-images.githubusercontent.com/5065057/176920012-98c34c6c-fa7c-43b7-a5ce-be928eae24a3.png)
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# Calling Flow Graph event from the Actor
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## Calling Flow Graph event from the Actor
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* Call `Notify Graph` from the Flow Component.
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![image](https://user-images.githubusercontent.com/5065057/176914462-d91f43a3-722d-4c77-bc83-48ee69d0525b.png)
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* Place the `On Notify From Actor` node in your Flow Graph.
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* `Identity Tags` should include the Identity Tag assigned in the Flow Component.
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* `Notify Tag` is optional. If added, it needs to match the tag selected on Notify Graph in the step above. Otherwise, the `Success` output won't be triggered.
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* `Notify Tag` is optional. If added, it needs to match the tag selected on Notify Graph in the step above. Otherwise, the `Success` output won't be triggered.
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* If `Notify Tag` will be empty, the Notify node won't check what tag has been sent from the actor. The `Success` output will always be triggered.
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![image](https://user-images.githubusercontent.com/5065057/176920480-9341ac92-b96d-448d-976a-5590e14ae20b.png)
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# Calling events between Actors
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## Calling events between Actors
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* Source Actor: call `Notify Actor` from the Flow Component.
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* `Notify Tag` is optional. It allows you to call different events in the target actor.
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# Calling Flow Graph events from Sequencer
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## Calling Flow Graph events from Sequencer
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* Add the `Flow Events` track to the Level Sequence.
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* Simply place a key on the section and give it a name.
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docs/Features/SaveGameSupport.md

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title: Save Game Support
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Flow Graph plugs into Unreal's `SaveGame` system. If you haven't used it yet, read ["Saving and Loading Your Game" docs](https://dev.epicgames.com/documentation/en-us/unreal-engine/saving-and-loading-your-game-in-unreal-engine?application_version=5.0).
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You control which properties are included in SaveGame by marking C++ properties with the `SaveGame` specifier. Or by ticking the `SaveGame` checkbox in the blueprint editor.

docs/Features/SignalModes.md

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title: Signal Modes
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The Signal Modes concept was born from the need to support patching already released games. Flow Graphs serialize the state of their active nodes to a SaveGame. This works well, but there's one inherent limitation. If a player has a SaveGame with a given Flow Node active and serialized to a SaveGame, we cannot remove this node from the graph post-launch. Hence, we shouldn't remove any node post-launch to be perfectly safe.
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### Basics
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## Basics
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Yet we sometimes need to change the logic of our game in patches. Signal Modes provide a solution for that. It allows designers to mark nodes as:
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* **Enabled** - Default state, node is fully executed.
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### Allowed Signal Modes
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## Allowed Signal Modes
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The node author can limit a list of available signal nodes for a given Flow Node class.
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Some nodes are already acting like pass-through nodes by design, like Reroute or Sequence. It would be redundant or confusing to mark them as PassThrough, so we removed that from the list of available signal modes.
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docs/Overview/FAQ.md

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## How to separate the logic between many graphs?
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The basic and recommended way is to use the `Sub Graph` node to start graph B from graph A. This way we could have very complex logic, i.e. separate graphs for every quest or event.
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docs/Overview/GettingStarted.md

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title: Getting Started
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## Sample projects
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There's a separate repository including [a sample single-player project called FlowGame](https://github.com/MothCocoon/FlowSolo), so you can easily check how this plug-in works. It includes
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* Flow plugin

docs/Overview/SupportedlEngineVersions.md

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title: Supported Engine Versions
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| Unreal Engine | Flow Graph |
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| :-----------: | :--------: |
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| 5.7 | 2.2+ |

docs/_includes/head-custom.html

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max-width: 960px;
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}
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#header nav {
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#header nav ul li.fork {
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#header nav ul li.discord {
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section {
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aside.sidebar ul {
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margin: 0 0 0.6em;
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a.discord-link {
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a.discord-link:hover {
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background: #4752c4;
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a.discord-link svg {
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fill: currentColor;
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</style>

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