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Release Notes

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A short summary of each release — what is new, what is fixed, and anything worth knowing before you upgrade. Newest first.


1.0

The first public release. Unreal Engine 5.8.

What's in it

A complete Mamdani fuzzy inference engine. Author fuzzy systems as reusable UFuzzySystemAsset data assets or inline on a UFuzzyLogicComponent, with readable IF / THEN rules (AND, OR, NOT, WITH) instead of cascades of hard thresholds. See 03 — Core Concepts and 06 — Rule Language.

Nine built-in membership-function shapes, plus support for custom shapes authored in C++ as a USTRUCT derived from FFuzzyMembershipFunction — discovered automatically by the editor, JSON serialization, and drawing code through reflection, no central switch to update. See 04 — Membership Functions.

Full control over the inference math. Selectable T-norms and S-norms for AND/OR, Clip or Scale implication, three aggregation strategies, and six defuzzification methods (Centroid, Bisector, Mean/Smallest/Largest of Maxima, Weighted Average). See 07 — Inference And Settings.

A live asset editor. The Data Asset editor's Inference tab drives every input from sliders while showing live output numbers, aggregated curves, and rule firing strengths side by side — plus a Compile Log with per-rule diagnostics. See 08 — Data Asset Editor.

Two-way JSON exchange. Export a system to a portable, versioned JSON preset and reimport it elsewhere — validated end to end before anything on disk changes, in the editor, in Blueprint, or in C++. See 11 — JSON Presets.

Multiple outputs per system, each independently ruled and defuzzified, so one system can drive aggression, speed, and altitude at once. See 05 — Authoring A System.

Full Blueprint and C++ surfaces. UFuzzyLogicComponent and UFuzzyLogicStatics cover setting inputs, evaluating, and inspecting results from Blueprint; FFuzzyInferenceEngine is a plain value type usable on the stack or in a subsystem from C++. See 09 — Blueprint Integration and 10 — C++ Integration.

Shared systems for crowds. UFuzzyLogicSubsystem compiles each system asset once and shares the compiled form with every agent that uses it, instead of a copy and a compilation per actor — so a hundred agents on one behaviour pay for it once. Available from Blueprint and C++, and safe to evaluate from worker threads. See 14 — Architecture And Performance.

UMG plotting helpers. FuzzyLogicUMG draws membership functions, aggregated surfaces, and value markers straight into a widget's On Paint, using the exact curve the engine used to decide. See 13 — UMG Visualization.

Two runnable demo scenes. Fuzzy Drone Arena (nine agents sharing one system) and Fuzzy Turret Defense (three chained Mamdani systems driving a turret's threat assessment, tracking, and fire control) ship in the plugin and can be excluded from a packaged build. See 16 — Demo Content, 17 — Fuzzy Drone Arena Demo, and 18 — Fuzzy Turret Defense Demo.

Upgrading

Nothing to upgrade from — this is the first release. Start at the Quick Start.


The plugin's own CHANGELOG.md is not shipped separately; this page is the record of what each release contains.