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OpenPF2
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Core C++ Game Logic for OpenPF2 (Status: Pre-alpha)
https://www.openpf2.org/
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Draft: Migrate Gameplay Tags from INI Files into Native Gameplay Tags
#70
GuyPaddock
opened
1 month ago
1
Update Copyright Lines for New Plugin Name
#69
GuyPaddock
closed
2 months ago
1
Fix Issues Blocking Packaging
#68
GuyPaddock
closed
2 months ago
1
`PF2EquippedItemsComponent.cpp` Errors Prevent Creating Packaged/Cooked Builds Containing OpenPF2
#67
GuyPaddock
closed
2 months ago
0
Re-organize the Project
#66
GuyPaddock
closed
2 months ago
1
Re-organize Plugin and Playground Project Content
#65
GuyPaddock
closed
2 months ago
0
Switch to Enhanced Specs Plug-in
#64
GuyPaddock
closed
2 months ago
4
WIP: Switch to Enhanced Unreal Automation Specs Plug In
#63
GuyPaddock
closed
2 months ago
1
Apply Fixes from `EnhancedUnrealSpecs` as of 2024-06-15
#62
GuyPaddock
closed
2 months ago
1
[Game Designers] Replace Complex, Weight-group-based Character GE Loading with Something Simpler and More Flexible
#61
GuyPaddock
opened
6 months ago
0
[Developers] Migrate Gameplay Tags to C++
#60
GuyPaddock
opened
7 months ago
2
[Developers] Standardize on `PF2GameplayAbilityUtilities::GetTag()` or `FGameplayTag::RequestGameplayTag()`
#59
GuyPaddock
opened
8 months ago
0
[Developers] Consider Moving Methods from `PF2GameplayAbilityUtilities` into `UPF2AbilitySystemLibrary`
#58
GuyPaddock
opened
9 months ago
0
Update for UE 5.3
#57
GuyPaddock
closed
10 months ago
0
Upgrade to Unreal Engine 5.3
#56
GuyPaddock
closed
10 months ago
0
Implement Inventory, Equipable Items, Damage Calculations, and Weapon Attacks Part I (Melee)
#55
GuyPaddock
closed
5 months ago
1
[Developers] Embed Licensing within Each Blueprint
#54
GuyPaddock
opened
12 months ago
1
[Players] Implement Damage and Character Death Calculations for Attacks with Weapons
#53
GuyPaddock
closed
2 months ago
0
Implement Attacks with Targets During Encounters
#52
GuyPaddock
closed
12 months ago
0
Switch to Six-Second Cooldowns instead of Six-Second Turn-based MoPRS
#51
GuyPaddock
closed
1 year ago
0
[Developers] Improve Consistency of `Native_OnX`, `BP_OnX`, and `OnX` Naming Conventions
#50
GuyPaddock
opened
1 year ago
0
Rename `CoreContent` Folder to `Optional`
#49
GuyPaddock
closed
1 year ago
0
[Game Designers] Rename `CoreContent` Folder to `Optional`
#48
GuyPaddock
closed
1 year ago
0
[Players] Switch to Six-Second Cooldowns instead of Six-Second Turn-based MoPRS
#47
GuyPaddock
closed
1 year ago
0
Update for UE 5.2
#46
GuyPaddock
closed
1 year ago
0
Upgrade to Unreal Engine 5.2
#45
GuyPaddock
closed
1 year ago
0
Update Copyrights for Files Changed in 2023
#43
GuyPaddock
closed
1 year ago
0
Implement Event Emitter Pattern for Delegates on All Interface-referenced Objects
#42
GuyPaddock
closed
1 year ago
0
[#40] Clean-up UFUNCTION Declarations
#41
GuyPaddock
closed
1 year ago
0
[Game Designers] Remove `UFUNCTION(BlueprintCallable)` from Sub-class Implementations of UInterface Methods
#40
GuyPaddock
closed
1 year ago
0
[Game Designers] Implement Event Emitter Pattern for Delegates on All Interface-referenced Objects
#39
GuyPaddock
closed
1 year ago
0
Implement Ability and UI for Re-binding Input + Migrate to Enhanced Input
#38
GuyPaddock
closed
1 year ago
0
Update README
#37
GuyPaddock
closed
1 year ago
0
Upgrade to Unreal Engine 5.1 (Take 2)
#36
GuyPaddock
closed
1 year ago
0
Update to UE 5.1
#35
GuyPaddock
closed
1 year ago
0
[Players] Attacks with Targets During Encounters
#34
GuyPaddock
closed
12 months ago
1
Encounter Movement and Camera Controls
#33
GuyPaddock
closed
1 year ago
0
[Developers] Switch Blueprints from Using Macros by Default to Using Functions by Default
#32
GuyPaddock
opened
1 year ago
0
Upgrade to Unreal Engine 5.1
#31
GuyPaddock
closed
1 year ago
0
Ability to Assume Control of any Controllable Character in the Party
#29
GuyPaddock
closed
1 year ago
2
[Encounters] Major Re-factor: Switch to AI-driven Encounters, Implement "Strategic Combat" Camera System, Introduce Dynamic Combat Key Bindings
#28
GuyPaddock
closed
1 year ago
0
[Developers] Soften Assertion Checks for `BlueprintCallable` Functions
#27
GuyPaddock
opened
2 years ago
0
[Developers] Implement Standard Naming Convention for C++ vs. Blueprint Event Notifications and Replication Callbacks
#26
GuyPaddock
closed
1 year ago
0
WIP: Implement a "Strategic Combat" Camera and Control System for Encounters
#25
GuyPaddock
closed
2 years ago
1
[Encounters] Major Re-factor: Switch to AI-driven Encounters, Implement "Strategic Combat" Camera System, Introduce Dynamic Combat Key Bindings
#24
GuyPaddock
closed
1 year ago
0
[Developers] Refactor Encounter MoPRS Logic into AI Behavior Trees and Command Pattern Queuing
#23
GuyPaddock
closed
1 year ago
0
[Players] Ability to Assemble Parties and Assume Control of Different Party Members during Encounters and Exploration
#22
GuyPaddock
closed
1 year ago
0
[Players] Movement During Encounters + Top-down RTS-Like Strategic View ("Tactical Camera")
#21
GuyPaddock
closed
1 year ago
2
[Players] [Game Designers] Add Option for Limits to Action Queues
#20
GuyPaddock
closed
1 year ago
0
[Players] Experience Points and Hero Points Grants at End of Encounter
#19
GuyPaddock
opened
2 years ago
0
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