FlowKit

Latent flow helpers for C++ and Blueprints: delays, tickers, timelines, conditional waits, time locks, async tasks and async loading, plus C++20 coroutines on UE 5.8. Wi…

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Delay and Delay Ticks with completion callbacks
Tickers that run for a duration, forever, or until stopped, with optional tick interval
Float, Vector and LinearColor timelines with linear, cubic and ease blend functions
Custom timelines driven by float, vector and linear colour curve assets
Wait And Execute and While True Execute with optional time-outs
Time Lock, Do Once, Do N Times and Do No More Than X Time gates keyed by instance ids
$11.99

FlowKit replaces timers, tick functions and hand-written state machines with one-line latent actions. Start a delay, a ticker, a value timeline or a "wait until" condition from C++ with a lambda, or from Blueprints with an async node, and FlowKit runs it from a game-instance subsystem. Every action is bound to an owner object and is cleaned up automatically when that owner is destroyed.

Each action returns a handle that you can use to pause, resume, reset, stop or re-time it, and every action accepts settings for tick interval, first delay, ignoring game pause or global time dilation, starting paused and a label for stopping groups of actions. Instanced gates (time lock, do once, do N times, do no more than X time) keep only one running action per instance id.

On Unreal Engine 5.8 the same building blocks are also available as C++20 coroutine awaiters, so a whole sequence - wait two seconds, wait for a condition, run a task on a background thread, load assets - reads top to bottom in a single function. FlowKit targets Win64.

FlowKit is part of the Alpha XP utilities collection for Unreal Engine 4.27 and 5.8. Every feature is exposed to Blueprints and C++, it ships with styled HTML documentation, and it is compiled and verified warning-free against clean UE 4.27 and UE 5.8 projects.

41Blueprint nodes
7Events
2Engine builds
1Platform

Key features

  • Delay and Delay Ticks with completion callbacks
  • Tickers that run for a duration, forever, or until stopped, with optional tick interval
  • Float, Vector and LinearColor timelines with linear, cubic and ease blend functions
  • Custom timelines driven by float, vector and linear colour curve assets
  • Wait And Execute and While True Execute with optional time-outs
  • Time Lock, Do Once, Do N Times and Do No More Than X Time gates keyed by instance ids
  • Run a task on a background thread and continue on the game thread when it finishes
  • Asynchronous loading of soft object paths with a completion callback
  • Handles to pause, resume, reset, stop and get or set the time of any action; stop all,
  • Per-action settings: tick interval, first delay, ignore pause, ignore time dilation,
  • C++20 coroutine awaiters on UE 5.8: WaitSeconds, WaitTicks, WaitUntil, WaitForFlag,
  • Stat groups and Unreal Insights scopes for profiling

Blueprint & C++ API

Every call is reachable from more than one place β€” pick the entry point that fits your project:

ClassTypeNodesUse it for
FKBPLibraryFunction library39Static nodes β€” callable from anywhere, no object needed.
FKWaitAndExecuteBPFK Action BP1
FKWhileTrueExecuteBPFK Action BP1

Callable runs when executed Β· Pure no exec pin, returns a value

NodeTypeAvailable onDescription
FlowKit - Predicate (WaitAndExecute)(Has Finished: Boolean)CallableFK Action BPPass 'true' to this function in order to execute the 'Wait And Execute' Action.
FlowKit - Predicate (WhileTrueExecute)(Is True: Boolean)CallableFK Action BPPass 'true' to this function in order to continue 'While True Execute' Action. Pass 'false' to stop it.
FlowKit - Set Pause Subsystem(Paused: Boolean)CallableStaticSets if the FlowKit system is paused or not.
FlowKit - Get Pause Subsystem(Display Name: PARAM()PureStaticChecks if the FlowKit system is paused or not.
FlowKit - Is Action Running(Display Name: PARAM(, Handle: FK Handle BP)PureStaticChecks if the action pointed by given handle is running.
FlowKit - Get Actions Handles By Class(Class: FK Action Base) β†’ Array of FK Handle BPPureStaticFinds handles of running or pending action of the given Class its FFKHandles.
FlowKit - Get Actions Handles By Label(Label: String) β†’ Array of FK Handle BPPureStaticFinds handles of running or pending action of the given Label its FFKHandles (for Blueprints).
FlowKit - Get Action Label By Handle(Display Name)PureStaticReturns the Label of the action pointed by given handle. Returns empty string if there is no action running.
FlowKit - Pause Action(Handle: FK Handle BP)CallableStatic
FlowKit - Resume Action(Handle: FK Handle BP)CallableStatic
FlowKit - Is Action Paused(Display Name: PARAM(, Display Name: PARAM(, Handle: FK Handle BP)PureStaticChecks if the action pointed by given handle is paused. Returns false if there is no action running.
FlowKit - Reset Action(Display Name)CallableStaticResets the action pointed by given handle.
FlowKit - Stop Action(Handle: PARAM(ref) FFK Handle BP, Complete: Boolean)CallableStaticStops the running action pointed by given handle. Invalidates given handle.
FlowKit - Stop Instanced Actions(Instance Id: FK Instance Id BP, Complete: Boolean)CallableStaticStops the running action with the given InstanceId. bComplete param indicates if the action should be completed when stopped (run callback), or simply stopped.
FlowKit - Stop All Actions(Complete: Boolean, In Owner: Object)CallableStaticStops all running actions. If owner is defined it will remove all actions from the given owner. Otherwise it will stop all the actions from everywhere.
FlowKit - Stop All Actions Of Class(Class: FK Action Base, Complete: Boolean, In Owner: Object)CallableStaticStops all running actions of the given class. If owner is defined it will remove only actions from the given owner.
FlowKit - Stop All Actions With Label(Label: String, Complete: Boolean, In Owner: Object)CallableStaticStops all running actions with the given Label. Label can't be empty. If owner is defined it will remove only actions from the given owner.
FlowKit - Get Action Time(Handle: FK Handle BP) β†’ FloatPureStaticGets the action time. It's not CurrentTime, but the time value used by this action, like in delay or timeline.
FlowKit - Set Action Time(Handle: FK Handle BP, New Time: Float, Display Name: PARAM() β†’ BooleanCallableStaticSets the action time. It's not CurrentTime, but the time value used by this action, like in delay or timeline.
FlowKit - Is Handle Valid(Display Name: PARAM(, Handle: FK Handle BP)PureStaticChecks if the given Handle is valid.
FlowKit - Get New Instance Id(Display Name: PARAM()PureStaticReturns a new Instance Id.
FlowKit - Validate Instance Id(Display Name: PARAM(Ref,, Display Name: PARAM()PureStaticCheck if given InstanceId is Valid and Validate it (creates new one) if not.
FlowKit - Is Instance Id Valid(Display Name: PARAM(, Instance Id: FK Instance Id BP)PureStaticChecks if the given InstanceId is valid.
FlowKit - Time Lock(Display Name: PARAM(, Lock Time: Float, Settings: FK Action Settings) β†’ Out Execs, Instance IdCallableStaticAllow to run the code only once in a given time. (Locks the ability to run the code for a specific amount of time in seconds).
FlowKit - Remove All Time Locks(In Owner: Object)CallableStaticRemoves all time locks.
FlowKit - Remove All Delays(Complete: Boolean, In Owner: Object)CallableStaticRemoves all running delays. If owner is defined it will remove all delays from the given owner. Otherwise it will stop all the delays from everywhere.
FlowKit - Remove All Wait And Executes(Complete: Boolean, In Owner: Object)CallableStaticRemoves all running "wait and execute"s. If owner is defined it will remove all "wait and execute"s from the given owner.
FlowKit - Remove All While True Executes(Complete: Boolean, In Owner: Object)CallableStaticRemoves all running "while true execute"s. If owner is defined it will remove all "while true execute"s from the given owner.
FlowKit - Remove All Run Async Thens(In Owner: Object)CallableStaticRemoves all Run Async Then's. Have in mind it will not stop running async threads. It will just forget about them and won't trigger callbacks when async tasks ends.
FlowKit - Remove All Tickers(Complete: Boolean, In Owner: Object)CallableStaticRemoves all running tickers. If owner is defined it will remove all tickers from the given owner. Otherwise it will stop all the tickers from everywhere.
FlowKit - Remove All Timelines(Complete: Boolean, In Owner: Object)CallableStaticRemoves all running timelines. If owner is defined it will remove all timelines from the given owner. Otherwise it will stop all the timelines from everywhere.
FlowKit - Remove All Timelines Vector(Complete: Boolean, In Owner: Object)CallableStaticRemoves all running vector timelines. If owner is defined it will remove all vector timelines from the given owner.
FlowKit - Remove All Timelines LinearColor(Complete: Boolean, In Owner: Object)CallableStaticRemoves all running linear color timelines. If owner is defined it will remove all linear color timelines from the given owner.
FlowKit - Remove All Custom Timelines(Complete: Boolean, In Owner: Object)CallableStaticRemoves all running custom timelines. If owner is defined it will remove all custom timelines from the given owner.
FlowKit - Remove All Custom Timelines Vector(Complete: Boolean, In Owner: Object)CallableStaticRemoves all running custom vector timelines. If owner is defined it will remove all custom vector timelines from the given owner.
FlowKit - Remove All Custom Timelines LinearColor(Complete: Boolean, In Owner: Object)CallableStaticRemoves all running custom linear color timelines. If owner is defined it will remove all custom linear color timelines from the given owner.
FlowKit - Remove All Do No More Than X Times(In Owner: Object)CallableStaticRemoves all running "Do No More Than X Times" nodes. If owner is defined it will remove all running actions from the given owner.
ToString (FFKHandleBP)(Handle: FK Handle BP) β†’ StringPureStaticConvert Handle to String.
ToString (FFKInstanceIdBP)(Instance Id: FK Instance Id BP) β†’ StringPureStaticInstanceId Handle to String.
FlowKit - Convert Soft Objects To Soft Paths(In Soft Object Ptrs: Array of Object) β†’ Array of Soft Object PathCallableStaticConverts the array of soft object pointers to the array of soft object paths. Useful for async loading.

+ 1 more FlowKit nodes β€” full node reference

Events & delegates

Bind these in Blueprint (drag off the object β†’ Bind Event) or with AddDynamic in C++.

EventParametersFires on
On TickValue (Float), Time (Float), Stopped (Boolean)FKCustomTimelineBP
On FinishedValue (Float), Time (Float), Stopped (Boolean)FKCustomTimelineBP
On CompleteStopped (Boolean)FKDelayBP
On Executeβ€”FKDoNoMoreThanXTimeBP
Async TaskTimed Out (Boolean), Stopped (Boolean)FKRunAsyncThenBP
On WaitAction (FK Wait And Execute BP), Delta Time (Float), Timed Out (Boolean), Stopped (Boolean)FKWaitAndExecuteBP
On WhileAction (FK While True Execute BP), Delta Time (Float), Timed Out (Boolean), Stopped (Boolean)FKWhileTrueExecuteBP

Options & enums

EnumValues
FK Blend FuncFK Blend Linear FK Blend Cubic FK Blend Ease In FK Blend Ease Out FK Blend Ease In Out
FK Async PrioNormal Hi Priority
FK Time Lock Output TypeExec Locked

Compatibility

UE 4.27FlowKit 4.27.zipUE 5.8FlowKit 5.8.zip

One ready-made build per engine version is included in the download β€” copy the one that matches your project.

PlatformSupported in
WindowsEditor & packaged
ModuleTypeLoading phase
FlowKitRuntimeDefault

Technical details

Code modulesFlowKit (Runtime)
Blueprints0 Β· C++ classes: 43
Network replicatedNo
Development platformsWindows: Yes, Mac: No
Target build platformsWin64
Third-party softwareNo
Engine versionsUnreal Engine 4.27 Β· 5.8 β€” a build for each is included
C++ classes43 + 3 structs
Blueprint nodes41
Events7
DocumentationDocumentation.html (in the download)
DownloadFlowKit.zip Β· 256 KB
Versionv1.0.0

What's in the download

FileWhat it is
FlowKit 4.27.zipPlugin build for Unreal Engine 4.27
FlowKit 5.8.zipPlugin build for Unreal Engine 5.8
Documentation.htmlDocumentation (open in a browser)

Quick start

  1. Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
  2. Copy the FlowKit folder into your project's Plugins/ folder (create it if needed).
  3. Open the project, enable FlowKit under Edit β€Ί Plugins and restart the editor.
  4. Right-click in any Blueprint graph and search FlowKit β€” or include the public headers from C++.
  5. Package for your target platform (Windows).

Good to know

Built and verified warning-free for Unreal Engine 4.27 and 5.8. Win64 only (the plugin descriptor allows Win64 alone). The coroutine API requires Unreal Engine 5.8 (C++20); every other feature works on both engine versions. Actions run in game and Play-In-Editor worlds only. Developed and maintained by Alpha XP.

Everything included

  • Delay and Delay Ticks with completion callbacks
  • Tickers that run for a duration, forever, or until stopped, with optional tick interval
  • Float, Vector and LinearColor timelines with linear, cubic and ease blend functions
  • Custom timelines driven by float, vector and linear colour curve assets
  • Wait And Execute and While True Execute with optional time-outs
  • Time Lock, Do Once, Do N Times and Do No More Than X Time gates keyed by instance ids
  • Run a task on a background thread and continue on the game thread when it finishes
  • Asynchronous loading of soft object paths with a completion callback
  • Handles to pause, resume, reset, stop and get or set the time of any action; stop all,…
  • Per-action settings: tick interval, first delay, ignore pause, ignore time dilation,…
  • C++20 coroutine awaiters on UE 5.8: WaitSeconds, WaitTicks, WaitUntil, WaitForFlag,…
  • Stat groups and Unreal Insights scopes for profiling

Platforms

Windows

Requirements

  • Unreal Engine 4.27 and 5.8
  • Develop on Windows (Win64)
  • Blueprints and C++

In the download

FileFlowKit.zip
FormatZIP
Size256 KB
Versionv1.0.0
SHA-2565c355341fbc7f1e6…

Personal

$11.99

One non-commercial project

  • 1 activation seat
  • 1 year of updates
  • One end product
  • Non-commercial use
  • Community support
  • 14-day refund window
Read the Personal terms
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Commercial

$59.99

Ship paid products

  • 5 activation seats
  • 1 year of updates
  • One paid end product
  • Unlimited end users
  • Priority support
  • Source files
  • 14-day refund window
Read the Commercial terms

Extended

$189.00

Resell & white-label

  • Unlimited activation seats
  • Lifetime updates
  • Unlimited end products
  • White-label & resell
  • 1-hour SLA
  • Seat-free team use
  • 14-day refund window
Read the Extended terms

One purchase per product, no subscription. Each licence comes with a signed key β€” 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.

  1. v1.0.0Latest
    • Unreal Engine 4.27 and 5.8
    • Blueprint and C++ API, HTML documentation
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Personal: 1 year of updates, Commercial: 1 year of updates, Extended: lifetime updates, counted from your purchase.

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Yes β€” paid licences can be refunded within 14 days, straight from your order page.

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The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features β†’ In the download, so you can verify the file you receive.

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