V2.0.1 Release Notes
Added example modular meshes to understand modular character logic
Changed save system with using an interface called BPI_SaveGame (BPI_SaveGame, BP_MeleeCharParent, BP_SoldierCharParent, BP_TurretParent)
Improved HUD Design and demonstrate two weapon slots (WB_HUD, WB_HUDWeaponV2, WB_HUDWeaponElement)
Improved grenade logic and add damage area decal. (BP_Grenade)
Added Dialogue Demonstration Level. (LevelDialogueBlockout)
Added look at logic to dialogue npc and companions (BP_DialogueNpcParent, BP_CompanionParent)
Added cine camera to main char parent for making blur weapon aim effect. (BP_MainCharParent)
Improved Loot logic and add an option LootAcquiringType (InstantAcquire, CanBeAcquiredByInteraction) (BP_LootParent, WB_HUDInteractionInputText)
Added Event trigger different shape logic like a sphere (BP_EventTrigger, Interaction Indicator Widget Comp)
Improved BP_CheckIsThereEnemyVolume and change it’s name to BP_CheckForEnemyVolume
Added TakeVoyagerScreenshot function which can take UI as a screenshot. (BP_StandardLibrary)
Improved BP_ActionHolsterWeapon logic
Fix: if the fade in animation is stopped for some reason (eg. a breakpoint) then we should play fade in anim once more to avoid showing a black screen. (WB_Fade)
Fix: Interaction issue when leaving from a turret. (BP_ActionMountGun)
Fix: Prevent weapon reference is setting to null when there is already a reference in the weapon refs (InventoryComp)
Fix: Reference fix in BP_ActorSpawnerTarget.
Fix: Enhanced Input Indicator at Ability indicator. (WB_AbilityIndicator)
Fix: Prevent dialogue audio playing after the dialogue row is passed. (WB_DialogueScreen)
Fix: Resolve an issue that causes the mounted gun doesn't fire at very high FPS. (BP_ActionMountGun)
Fix: an issue at BP_ActionCover
Fix: Ik issue in BP_ActionMountGun