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HiIAmMoot edited this page Apr 27, 2020
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This Wiki will get you started with adding your own variable types and functions.
- Functions exposed from C++
- Latent functions
- For Loops
- Some common BP macros like FlipFlop & Sequence
- Casts and support for inheritance (Can connect a child output to an input which wants a parent class)
- An extendable list of variable types
- Variables at runtime
- Common variables like bool, int.
- Structs like FVector, FTransform
- Created object types like UObject, AActor
- Asset files like UClass* & UStaticMesh*
- Wildcards
- Support for arrays for both variables and functions
- Custom functions with local variables
- UEnum interpretation for C++ functions
- A basic editor based on the UE4 Blueprint editor
- Infinite loop checks
- Multithreading, enabled by default
- Saving & loading through Json
- A Python script allowing you to mass convert functions from existing function libraries to Runtime Blueprints function
- An example using a scriptable, throwable grenade.
- TLongUnion.h is generated based on Union.h in your engine source folder. You must have source files installed to generate this file.
- Instead of click, hold & drag for the connecting of nodes, you must click both input and output pins once in order to connect.
- A lot of code is pretty hacky. If you have some cleanup solutions and/or improvements, feel free to fork and make a PR.
- IntVector4D was added to make it a UStruct.
- Strings are not stored inside the union but are their separate variable, this because strings don't mix well with TUnion.
- Check out ExampleNodes.cpp & ExampleNodes.h