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MGC 'Magic Nodes'

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  • replied
    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/

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

    I just don't even try

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  • replied
    I would be more than happy to help Bruno at repository level to maintain the code, thou I might not have time to add functionality to it besides just maintain new engine releases

    Fantastic job as always BrUnO XaVIeR !

    PS: apply this to Unreal Dev Grants if not already!!
    Last edited by NilsonLima; 01-22-2019, 12:36 PM.

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  • replied
    This looks to be really cool. I would imagine your plugin would be accepted.

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  • replied
    Originally posted by Dannington View Post
    This looks terrific! I'll be weening myself over to c++ using this - great work as usual Bruno.
    Thanks!

    Originally posted by Mootjuh View Post
    Would it be possible to maybe to something similar to existing BP nodes/C++ code in your project source folder? View, edit & recompile?
    lol no, the whole blueprint system would need a rework for that.

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  • replied
    Would it be possible to maybe to something similar to existing BP nodes/C++ code in your project source folder? View, edit & recompile?

    Leave a comment:


  • replied
    This looks terrific! I'll be weening myself over to c++ using this - great work as usual Bruno.

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  • replied
    Even Visual Studio with VAX doesnt have a List of inherited functions
    I'll take a look at this.

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  • replied
    Fantastic,
    hopefully someone at epic sees the value of this and moves a bit of that dev-grant money your way for your ongoing support of the community.

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  • replied
    Originally posted by Basement Bob View Post
    Just curious, any added bonuses like performance in packaged builds using these nodes over blueprint nodes? or nativization issues or benefits, regardless this is brilliant, cheers.
    Hot-reload times are much faster than when you change a whole character class in C++ for example.

    This plugin only work on C++ projects, because it generates C++ classes for your nodes.
    It self-nativize by default.

    The cost of calling one node is the same of calling a C++ function. You can have multiple functions in your node code, they will be all native C++ functions (no VM cost).

    There's only 1 VM cost per node, just like any functions created in pure C++.
    You can create and call hundreds of internal functions within your node code and call them, the VM cost ia still going to be just one.

    If you call Blueprint Function on the other hand, the VM cost is the function * nodes it contains, each one is a VM cost...

    So in this system's case, your runtime cost is just the same as if you were coding everything from pure C++ in Visual Studio. 1 VM cost per node executed

    In fact this plugin generates its own C++ code from the nodes you create, you don't even need to nativize anything, it's native code by default!
    The generated C++ classes are stored inside your project's Source/MagicNodes folder (automatically).

    Those generated native classes are what is executed in your packaged game, the nodes are just "hosts".

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  • replied
    Yes,this will definitely help in moving over to C++, allow learning and replacing incrementally without fear of destroying existing projects.

    Just curious, any added bonuses like performance in packaged builds using these nodes over blueprint nodes? or nativization issues or benefits, regardless this is brilliant, cheers.

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  • replied
    amazing tool!

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  • replied
    Originally posted by Ispheria View Post
    If it's free why not just open source it and let us download it on github while waiting for epic's approval? It looks very interesting btw
    The source is fully open.
    However, not everybody know how to setup plugins from outside Marketplace.

    GitHub source I will release later, for now I'm busy coding things not related to any of this (work stuff).

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  • replied
    If it's free why not just open source it and let us download it on github while waiting for epic's approval? It looks very interesting btw

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  • replied
    Reserved for FAQs...

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