Update Changelogs
List of changes made in each version update.
Update 5.1 Latest Public Version
Using the "Edit Target Task" function will now correctly update the tasks "tracked" state if it is the one currently tracked.
SF's "Menu" system has been moderately modified to be easier to work with.
New "Play Sound Attached With Subtitles" event added to the Sequence Manager, useful for adding dialogue to moving characters specifically (SF dialogue now uses this by default).
Subtitles and subtitled sounds now correctly pause when the game is paused.
Playing NPC grunts are now more dynamic. Multiple grunts from the same NPC can be used when needed.
NPC camera components can now be specific to certain replies chosen by the player, which means more customizability over which shots to use when using the "Actor Camera" camera mode for NPC's.
The 3D Inspect scene capture component has been tweaked to drastically improve it's performance. This has always been SF's biggest hurdle in terms of performance of a flagship system. I feel these new settings yield close to the best performance we can get out of a render target for this specific use-case.
Story Choice options can no longer be selected multiple times. This was more a visual bug than anything else.
Using dialogue nodes in the "Dialogue Graph Actor" is no longer limited to the level you're inside of. Changes to the "Get NPC" and "Apply Dialogue" nodes allow for continuation of dialogue even if an NPC is not found/valid.
NPC reply actions applied through the use of dialogue nodes in the "Dialogue Graph Actor" have been slightly tweaked to automatically re-order these actions at runtime, and applying actions that should only be called at the end of an NPC's setup automatically at the end of an NPC's list of dialogue actions. This removes the need to manually re-order nodes in the "Dialogue Graph Actor".
A "Settings" menu has been integrated into the pause menu (at long last).
Added a new "Edit Journal Entry" overlap/trigger actor for parity in regards to trigger actors for all other larger flagship systems.
SFV (Story Framework Values/SF's settings) has been moved to the "SFGameInstance_BP" class for more reliable accessibility of data. This means data inside of that settings data asset is not dependent on the player controller existing/being valid.
Added a new "InventoryIndicator_W" to visually communicate information about the players inventory during gameplay.
Fixed a bug that would occasionally allow the "AutoSave" feature to attempt to save data when the player returns back to the Main Menu.
UE 5.7 support.
November 20th 2025
Last updated