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v0.3.0.0 - 06/05/2023

Changes to Abstract

- Fixed a crash that occurred when the user opened a build item in the node graph editor when the file is set to target text

- Switched the order in which the operands of the assignment operator were translated when translating from code to nodes. This was required to make sure local var type resolution happened in the correct order

- Added in better type resolution when translating code that involve local vars to nodes. This was causing an issue where overloaded nodes translated to incorrect nodes even when the correct type of the inputs and outputs could be determined using the local var set nodes.

- Updated the SDK included in the compiler to match the SDK included in the latest AbstractDemo.

- Added Ref indicator for evaluation pin tooltips

- Fixed outdated external class var set native implementation (previously, Class Var Set didn't work properly when Source Class was not "self").

- Fixed bug with annotation scopes not being computed properly. This bug was causing an issue where invalidating an annotation in an earlier section of the execution chain was invalidating the rest of the chain.

- Added AbsClass AA class type support


Changes to Abstract UE Plugin:

- Added AAAbsClass and ABSTRACT_SDK_VALUE_TYPE_SUPPORT_ABS_CLASS to allow custom definition of nodes that use the AbsClass type

- Added helper generation logic for AbstractBlueprintFunctionLibrary

- Fixed up generation logic to support UE Class Type

- Changed TArray generation logic to support all types instead of just the types that are used in nodes defined in unreal

- Added GetInternalAbsClass abs node that allows getting to the internal Abstract Accessible AbsClass using IAbstractBasedInterface

- Changed UAbstractSubsystem to be an engine subsystem instead of game instance subsystem

- Moved definition load for Abstract-based actor components to PostLoad instead of BeginPlay

- Changed AbsClass::GetClassVar to return a pointer to the class var instead of just the value.

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