Unreal Engine 5.5 released on November 12th, and Logic Driver Lite and Pro have compatible versions available!
UE 5.5 required a good amount of changes, impacting how Logic Driver compiles certain data into blueprints. Along with API changes, this called for a minor version bump. Logic Driver Pro released as 2.9.0 and Lite as 1.7.0.
Ordinarily I would prefer to include more changes into a "feature" release, but making sure a version was stable in time for an engine release took priority here.
Along with UE 5.5 support, the search tool has had its beta flag removed. While I’d call it "production-ready" now, it's worth noting that it has already been successfully used in a AA production environment since its initial release. Aside from improved support in UE 5.5, the core functionality of the search tool has not changed.
As Logic Driver has grown, so has the impact each engine update can have on the plugin. Development on the UE 5.5 version of Logic Driver started in May, and has been ongoing right up through the engine release.
Sometimes challenges with new engines can't be discovered or solved right away. With UE 5.5, Logic Driver faced issues that prevented old projects from loading—stemming from multiple underlying causes. Solving these issues revealed additional challenges, such as packaging problems and stable localization key issues. (A stable localization key is basically making sure a FText's localization key doesn't change when modifying the source text, if possible.)
To provide more insight on how engine updates affect Logic Driver, I’ve compiled key information into a new Engine Compatibility Guide.
If you experience any issues with the 5.5 update, please don’t hesitate to reach out! Thank you for your continued support, and enjoy the new update!
Hey there! I’m excited to announce that Logic Driver Pro is now officially available on the FAB Marketplace!
If you already have a license from the Unreal Marketplace, it will transfer over automatically.
With the FAB release, Logic Driver Pro is now available on FAB’s personal license tier at $199.99 USD—$100 less than it was on the UE Marketplace!
This launch comes with pricing changes, primarily affecting the FAB offering. The latest project tiers are also published on the site again so companies can view them directly, rather than requiring them to contact us for details.
I’d like to share why these changes are necessary and what’s next for Logic Driver Pro.
Logic Driver began as a side project to speed up my own game development, but it quickly grew into something much bigger. As more developers started using it, I released version 2.0 in early 2020, enabling the creation of virtually any node-based gameplay system. This was soon followed by the free Lite version, and later, Logic Driver received an Epic MegaGrant.
Not long after, AA and AAA studios started adopting Logic Driver Pro for major projects using it to drive many systems including AI, combat mechanics, quest management, and narrative design. Some replaced popular third-party software entirely with Logic Driver. Seeing it used by top studios was inspiring, and I often found myself collaborating with developers to implement new features and advanced integrations.
Through discussion with these studios and based on license agreements I had entered into with them, I officially launched enterprise licensing in late 2022, which moved away from per-seat pricing and into project-based agreements. Enterprise sales quickly outpaced Marketplace sales and have since become the largest and fastest-growing sector.
While it’s exciting to see Logic Driver Pro grow into an industry tool, supporting and maintaining it has become increasingly demanding. Each new Unreal Engine release requires extensive testing and compatibility updates, and the more features and enhancements added to Logic Driver, the more challenging and costly it becomes to ensure stability across engine versions and platforms.
Enterprise licensing has been covering these costs effectively, but the Marketplace product—which is priced for smaller developers—has started to show its limitations.
As great as the UE Marketplace has been, its one-time, broadly available license model didn’t meet the needs of all users. The Marketplace product was priced with small indie developers in mind, not for ongoing, studio-wide use. This could lead to studios better suited for project-based licensing opting for the Marketplace product instead, which made it increasingly costly to sustain the level of support Logic Driver Pro requires.
Balancing a single model across such different audiences proved difficult—the support needs of larger studios couldn’t be met at a price point affordable for small indies.
FAB brings a lot of the flexibility I’ve been looking for. It offers a personal license tier for developers with less than $100k in annual commercial revenue, making it more accessible for small indies.
For larger studios, there’s the professional license tier, allowing the product to be priced higher to accommodate different scales of development.
That said, FAB’s tier options come with a few challenges. The $100k revenue cap on the personal license is lower than I would like, and with no revenue cap on the professional license, studios with revenues ranging from $100k to $100M+ can purchase the same license—a broad range that’s challenging to price fairly under a perpetual model.
Despite these limitations, FAB is a significant improvement over the Marketplace. The flexibility to set a separate price for the professional license means it can be aligned more closely with the value Logic Driver Pro brings to larger studios, while ensuring small indies aren’t pushed out. This structure also helps highlight project licenses through Recursoft as a more cost-effective choice depending on studio size.
I’m very optimistic that this approach will allow me to more effectively cover support costs across different tiers, while also addressing the long-term sustainability challenges of the Marketplace model.
It’s been too long since the last major feature release!
I’m excited to announce that a combat system, designed by AAA industry veterans will be included in the plugin as a content sample, complete with professionally created assets you can use in your project.
Next, I’m investigating more options for displaying state machines. Larger, hierarchical state machines can be challenging to manage in a graph format, and I believe there’s room for improvement. I’ve been developing an alternative way to display and edit state machines that maintains blueprint functionality but offers a different, potentially more intuitive layout.
The first prototype of this new approach, though still very much a work-in-progress, might look familiar! :)
This new system will also make it possible to finally introduce the long-requested state centric view.
Additionally, I’ve been planning enhancements to the debugging tools and views, including a more detailed state history and tools to easily manipulate state machines during Play-In-Editor (PIE). These improvements should make testing and refining complex gameplay systems smoother and more effective.
Looking back, it’s incredible to see how far Logic Driver Pro has come—from a solo project to an essential tool trusted by both indie developers and AAA studios. The downside? I haven’t had time to work on my own game which I originally made this for!
With the transition to FAB, a sustainable licensing structure, and new features on the way, I’m excited about Logic Driver Pro’s future. Thank you for being part of this journey—whether you’ve been with Logic Driver from the start or are just joining now. I look forward to where we go from here and can’t wait to see what you’ll create next.