Update Changelogs
Update 4 (Latest)
New "Drag" Interaction Method (with options to define movement/rotation distance values and clamps, and camera focus mode).
New "Memoir" menu (a method for the player to track and view their previous decisions, or game events that happened throughout their story).
A boolean variable inside the "Inspect Method Settings" can now be ticked to allow the player to pick up an item while they're inspecting it.
New "FormatStringToVector" function
New "FormatStringToRotator" function
Added a new "SaveAfterCompleted" boolean to the sequence manager to save any sequence that has been played. If a sequence has been saved, then it will not play again when trying to trigger that same sequence. Useful for Intro/Outro sequences.
Added a camera head bob "Camera Shake" example to the player controller. Demonstrating how a simple head bob can ground your player further.
Refined interaction prompts for better visibility, and customizablity.
Improvements to player inventory. Items can now be "used", and "combined" with other items.
Improvements to NPC dialogue (A custom amount of replies can now be set instead of a default of 2, and the "leave" option. Replies can be given a "Reply Timer" with a custom reply set when that timer finishes)
New "Perform Action" system to further pace gameplay.
Widget Popups no longer overlap previous popup instances if they are displayed immediately after one another. Instead, any previous popups that are created will be removed when creating a new one.
Interactables that use the "Readable" inspect method, now have the option to use an image on a page, and define text color.
Interactables now include an editor billboard component to represent where their interaction prompts will be positioned in-game.
Readable text pages now have the option to change its text color.
Reworked SF's camera system to use a more traditional camera comonent workflow, instead of camera transform driven through a custom player camera manager class.
Added a new "CustomViewInteractableArea" interactable base class, which can be used to setup an area with a custom camera view and interactables.
Giving any interactable the tag "SoftLocked", will stop the player from being able to interact with it (used in the "CustomViewInteractableArea" example to only allow the player to interact with certain items only if they are in this "area").
Giving any interactable the tag "IgnoreOutlines" will stop that interactable from displaying an outline around itself when the player is able to interact with it.
The "InputKey_W" widget blueprint now utilizes a separate "Input Mapping" data table to get its data from for displaying specific icons, text, or backgrounds depending on the target key. Removing the need to set the data for every instance of the widget that's used, and opens up the possibilty for player mappable keys in the future (This is the widget that gets used wherever you see an input prompt on screen).
April 21st 2025
Update 3.1
Has Item interaction method overhaul
Fixed a menu layering issue
Added a new DoItemsArrayExistInInventory function, and an OnTaskInitialized event dispatcher inside the inventory manager
Fixed inconsistencies presented by subtitles, and subtitle names
Fixed the Inspect Actor Offset value to correctly offset the mesh from its pivot.
Improved Inspect actor lighting
February 23rd 2025
Update 3
Added a new Objective/Task Framework to the Interaction Manager with functions to Add, Edit, Remove, & Hide tasks.
Added Skeletal Mesh support for "Interactables" and actors that can be inspected/picked up.
Added subtitle headers/names above the original subtitle text.
Outline shader no longer renders through meshes, and now supports occlusion.
Slightly tweaked the interaction trace to remedy a few interaction issues, as well as the interaction prompt.
Changed gamepad detection to not be dependent on the player camera manager class.
Added support for saving/loading the last level that the player was in out-of-the-box, removing the need to set this up manually.
Widget prompt animation examples.
Slight tweaks to the "Skip Subtitle Segment" functionality.
Adding the tag "IgnorePromptTrace" to any actor will now force the interaction occlusion to ignore geometry/line of sight.
Added a "Return Value" output pin to the ConvertInteractableActorIntoStaticMesh function.
The SaveSpawnedActor(Save Game) function now also saves/loads actor tags.
Added a new "Door" demonstration prop.
February 1st 2025
Update 2
Added customizable Quick Time Events utilizing a "CreateQuickTimeEvent" function.
Added support for true first person using the SFCameraManager.
Added a new section to Example Map demonstrating the use of Quick Time Events inside sequences.
Added per-instance custom collision radius to interactable actors and items.
Added a collection of new Event Dispatchers for easier communication between SF Actor Components.
Fixed issues being produced when inside "simulate" play mode
Added the ability to skip dialogue subtitle and voice line segments.
Removed unused blueprint sections.
Relocated some functionality to better and more respective blueprints.
November 3rd 2024
Update 1.2
Added a new area to the demo level that further demonstrates using some of the story-related features inside Story Framework in conjunction with one another.
Added support for playing sequences and inspecting actors at the same time. For instance, if you're using a sequence object actor, if a sequence is selected, and an inspect method is chosen, the player will inspect the actor after the sequence is completed or stopped.
Added a new section to the "SFTools" editor utility widget for editing actors inside the level.
Added a new Story Framework specific function to the Interaction Manager, Spawn Interactable Saved. Spawns an interactable actor class, updates its interaction data, and saves it immediately to the "SpawnedActors" list. (This eliminates the need to go through the process of first spawning an interactable actor, then setting its interaction data, and finally saving it the the Save Game)
Added a new custom popup widget that can be configured with your own information.
Fixed a minor inspect actor value that wasn't updating correctly.
Added a small page indicator on the readable UI overlay indicating what page the player is on, and how many pages there are to read.
September 13th 2024
Update 1.1
Added a new "EditItemInInventoryByName" function to the Inventory Manager for more customizablity at runtime.
Added a new "ResetSFCameraStates" function inside the gameplay function library.
Removed excess blueprints that are not used
Fixed an issue with the camera when saving and loading while talking to an NPC.
Added the option to opt out of using custom the "fixed" camera preset for NPC dialog.
Reworked NPC Interaction to allow for further branching in dialog.
--- NPC's now use Dialog Sets (array of dialog options instead of a singular option)
--- Introduction of "ConsequentialTags" that can be accessed by any NPC to alter their dialog with the player. These tags are used to select Dialog Sets when initiating conversation.
--- Added the ability to use the players camera while talking to an NPC instead of forced camera "cutscenes."
--- Added the option to "AllowPlayerMovement" when initiating conversation with an NPC.
Polished and Refined the Auto Depth of Field on the Camera Manager
Added functionality to occlude interaction prompt widgets when they are not in the players line of sight. (behind a wall, etc.)
Adjusted lighting on objects when they are being inspected.
Added a new trace condition for interaction (If using WidgetMenu_IMC)
Added a new "LoadSFComponents (IntoMemory)" function to help optimize initial playthrough hitches when interacting with items for the first time.
August 9th 2024
Release Version
Fixed a warning message being produced by an invalid array index inside the Camera Manager actor component.
Fixed an oversight during development that spawns an actor at world origin on begin play.
July 2024
Last updated