Release Notes

3.0.0 24/07/2026

Version jump is to be compatible with our other plugins.

This release makes the map-wide operations SIMD accelerated, fixes several correctness bugs in them, and the plugin now compiles and packages on UE 5.8.

Improvements

  • Map-wide operations are now SIMD (vector) accelerated: adding maps and values, strength-weighted adds, normalization and template stamping process 4 cells per instruction, and the min/max scan uses a 4-accumulator unrolled loop which processes 16 cells per iteration to keep all vector units busy. Template stamping also hoists the template row data out of the per-cell loop.
  • The plugin now compiles and packages on UE 5.8.

Bug Fixes

  • WorldToMapPosition now floors instead of rounds, making it the exact inverse of MapToWorldPosition. Rounding mapped world positions in the upper half of a cell to the neighboring cell.
  • Maps smaller than 4 cells no longer read out of bounds in the min/max scan; they take a scalar path instead.
  • Map-to-map operations (AddMap, AddMapWithStrength, NormalizeToAnotherMap and friends) now validate that the other map and the result map exist and match in size instead of writing out of bounds. Passing null or the map itself as the result still means the operation runs in place.
  • Fixed the min/max cache dirty flags: operations which write into a result map no longer incorrectly mark the source map dirty, and in-place operations always mark it dirty.
  • Baked template data can no longer be wiped by the garbage collector mid-game, which caused a silent rebake at best and a crash at worst. Templates also rebake after loading so stale baked data never survives a reload if the curve or radius changed on disk.
  • Unregistering maps from the subsystem during garbage collection (for example at EndPlay) no longer crashes, and stale entries are pruned from the subsystem's list along the way.
  • Restored the original Min/Max parameter names of UpdateInfluenceMapTexture so existing blueprint calls do not lose their color pin values.

2.4.1 13/11/2025

Bug Fixes

  • Fixed the new Gameplay Tag related functions to get their query as an input. It was a reference instead of a const reference in C++ which caused it to appear as output in blueprints.

2.4.0 08/11/2025

Version jump is to be compatible with our other plugins.

Improvements

  • Added support for gameplay tags to influence maps. Now each map contains a MapTags property of type FGameplayTagContainer.
  • Added a function to the WFInfluenceMapsSubsystem to get all maps matching a tag query. This can be used to get all maps related to something specific like the environment or your enemies or anything else.

1.10.0 24/05/2025

Improvements

  • Added a function called UpdateInfluenceMapTexture to create a texture based on the values of the influence map and provided colors to be used for radars, Niagara VFX and debugging.

Bug Fixes

  • Fixed an issue where our documentation pop up would come up again and again after each start of the project.

1.9.0 11/11/2024

Improvements

  • Improved the decay component's functionality
  • Added tooltips to the decay component fields and functions.

1.8.0 11/10/2024

Improvements

  • Now influence maps add themselves to the WFInfluenceMapsSubsystem before BeginPlay in PostInitializeComponents. They also initialize themselves in that callback too so in BeginPlay you can use them being sure they are initialized and added to the sub-system.
  • Added a function to influence maps called UpdateAnchorBasedOnActorPosition() which allows you to update the map anchor if you move the map with other actors. This is useful if you have a high resolution map around players or some NPCs or other important game actors.

Bug Fixes

  • The FabURL key is now present in the .uplugin file so the launcher can get it from fab if it is being used in a project and you don't have it installed.

1.7.0 11/07/2024

Improvements

  • Added WFInfluenceMapDecayComponent which can decay a map like melting ice, burning fire or wearing off scent.
  • Added the ability to WFInfluencerAgent component to add influence even if the actor is not moving. This is useful for maps which decay and actors which want to inform the map that they are still there.
  • Added the ability to WFInfluencerAgent component to not remove an actor's influence from a place even if the actor is moving to another place. Again this is useful for effects like scent and decaying maps where you want the effect to stay in the map even if the actor is no longer there.

1.6.0 9/30/2024

Improvements

  • Added a visualizer so you can easily see the dimensions of your map while trying to set its properties in the editor.

1.5.0 8/29/2024

Improvements

  • Added a clamp parameter to the WFInfluencerAgent so the result of its operations is clamped between a min and a max value. This is mostly useful for maps which you search for lowest/highest values on.
  • Added a clamp parameter to the WFInfluenceMap.AddInfluence function so the result of its operation is clamped between a min and a max value. This is mostly useful for maps which you search for lowest/highest values on.

1.4.1 8/17/2024

Bug Fixes

  • Fixed a bug where WFInfluencerAgent could crash in the editor in some situations when EndPlay was called.

1.4.0 8/1/2024

Improvements

  • Now the InfluencerAgent component shows the values for choosing templates based on what type of template is selected. If you have SingleTemplate selected, you no longer see the template array and template index and vice versa.

Bug Fixes

  • Templates were being baked with a regression introduced in 1.3 where a template could become a square and not a circle if the value at X = 1 was not 0 in its curve.

1.3.0 7/26/2024

Improvements

  • Added a new version of all search functions with the words WithInterest in the name where they take a self template to remove from the map for the search and also an interest template to multiply by the map. These operations are done for the search values and do not modify the actual map. They help you implement features where a character wants to find a place in the map which himself is putting his own influence on the map but don't want to take himself into account. It also helps if agents prefer close by positions or further away ones, you can adjust for this by using an appropriate interest template.

1.2.0 6/7/2024

Improvements

  • Added the Strength parameter to the influencer agent so the agents can increase/decrease their template's power. This number will be multiplied by the template values when they are being applied. This is especially helpful for implementing things like fire, ice and other phenomena.

1.1.0 2/6/2024

Improvements

  • Added the option to use multiple templates in InfluencerAgent component so actors can change their template at runtime. This is useful for times when actor ranges change like when they sit or jump or use a different weapon with a wider range.

Bug Fixes

  • Fixed a bug where distances were not calculated correctly when baking templates and as a result the templates did not have smooth shapes.

1.0.0 15/3/2024

Initial release