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MGC 'Magic Nodes'

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    #16
    Hehe.. I have no luck with that kind of stuff.
    Dev Grants, lottery, etc.

    I just don't even try
    | Finite State Machine | Auto-Save Plugin | USQLite Plugin | Object-Pool | Sound-Occlusion | Anti-Cheat Plugin | Property Transfer Tool | Magic Nodes |

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      #17
      Everything should be set now for Marketplace release.
      Later on I will setup a GitHub public repo as well, but before that, I want to collect feedback from both users without coding experience and C++ veterans.

      For now, I've written a little bit about the ins and outs of this system and how it is meant to work for you, here:

      https://brunoxavierleite.com/2019/01...s-programming/
      | Finite State Machine | Auto-Save Plugin | USQLite Plugin | Object-Pool | Sound-Occlusion | Anti-Cheat Plugin | Property Transfer Tool | Magic Nodes |

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        #18
        Does it make separate files for each function? Or are all magic nodes put inside one big function library?

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          #19
          Originally posted by Mootjuh View Post
          Does it make separate files for each function? Or are all magic nodes put inside one big function library?
          The first iteration I was compiling them to a library.
          But then I noticed that hot-reloading time was increasing the more nodes I create.

          Now what I do is create source files for each node class, hot reload became way faster and will remain the same time always, when I recompile just one node.

          Now instead of packing them within a library, I pack their source files inside the Source/MagicNodes/ folder. You will be able to see each generated class within Content Browser's C++ directory.

          The good thing is, if desired, you can remove all Magic Nodes from your Blueprints later and destroy the "Script" asset once the C++ class is generated and compiled. Then you include and use the C++ code directly. So the nodes in this case would be just a testing environment before moving your algorithms to full C++ in Visual Studio environment...
          I've been doing that. Once a node works the way I want, and I know I will never change it again, I delete the node asset and call the native functions directly from my Character.cpp.
          Only nodes that are really self-contained I leave them running as is, when the functionality doesn't fit any of my native classes.

          Oh I think I forgot to mention in the blog post to include "MagicNodeRuntime" module to Build.cs file for that, to make those sources usable by native project classes, otherwise project classes might cause error when calling magic node functions directly.
          | Finite State Machine | Auto-Save Plugin | USQLite Plugin | Object-Pool | Sound-Occlusion | Anti-Cheat Plugin | Property Transfer Tool | Magic Nodes |

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            #20
            This is brilliant. Please update this thread when it arrives on GitHub (or other site like it).

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              #21
              Subscribed, bookmarked, noted and thousand thanks for this plugin!
              VR Shooter Guns - Arcade Shooter for Vive
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                #22
                This plugin is now released



                MARKETPLACE
                GITHUB
                | Finite State Machine | Auto-Save Plugin | USQLite Plugin | Object-Pool | Sound-Occlusion | Anti-Cheat Plugin | Property Transfer Tool | Magic Nodes |

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                  #23
                  Edit: Seems it wont generate code because it was open in visual studio.

                  I would like to see it auto indent code and needs a complile/generate button in the MagicNode editor. (Not just on the node itself.)
                  Last edited by ArxMods; 02-03-2019, 06:54 PM.

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                    #24
                    At this moment I consumed all the time I was allowed to invest into this plugin.
                    I wanted to implement all the algorithms in the custom toolkit just like the ones that is implemented on the Node editor; I just couldn't deliver for now, ran out of time.

                    Auto indent I was also unable to implement at this time, Slate got in the way (I failed in that function and scrapped it).

                    But all these things already noted, I also want them lol
                    I'm not too worried about it, because I want to keep working on it for many years. I just can't rush it or prioritize it above my job tasks :s
                    | Finite State Machine | Auto-Save Plugin | USQLite Plugin | Object-Pool | Sound-Occlusion | Anti-Cheat Plugin | Property Transfer Tool | Magic Nodes |

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                      #25
                      Originally posted by BrUnO XaVIeR View Post
                      Hehe.. I have no luck with that kind of stuff.
                      Dev Grants, lottery, etc.

                      I just don't even try
                      It might not be my place to say this but in case you really didn't, you should DEFINITELY submit for Dev Grants (there is no luck involved), they even have a check-box for "Tool/Plugin" in submission form. I just hope you get rewarded for this awesome tool materialistically as well! Wish I could do it myself .
                      HeadsAndBrains
                      MARKETPLACE | YouTube

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