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  • replied
    Today's task... off-node toolbar tools

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  • replied
    I had to do this, there was no way to escape...
    The little button will kick background threads to update auto-complete data without blocking the Editor.
    This way we can work while it builds the data without causing bad editor performance:


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  • replied
    Originally posted by BrUnO XaVIeR View Post
    These are two things (amongst others) in the Todo list before investigating threaded scans.

    Right now I do a one-off large scan at boot time (around 73%) and never update again until an Editor reboot.
    There might be other opinions but I would rather have faster boot times than getting a word colored and an info which I can find on internet easily. However, if it was only on project creation (not every launch), I would definitely prefer having it.

    From what I understand, you have already got it working. Then I think best option for now would be as you said, the option to toggle it on/off unless there are more important things you've planned.

    Also, apparently there is a user with the name Todo

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  • replied
    These are two things (amongst others) in the Todo list before investigating threaded scans.

    Right now I do a one-off large scan at boot time (around 73%) and never update again until an Editor reboot.

    Leave a comment:


  • replied
    Will the scanning happen only on first launch of a new project or each time opening it? If latter is true, can't you just write all the info to a file in the project folder to prevent re-scan each time? Also what about new Enums created inside editor, will they get recognized or will a complete re-scan needed after each new added Enum?

    I hope I'm not too far off on the technical side, since I have zero clue about how this is made

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  • replied
    I am facing a dilemma with Enums...
    I can add Unreal Enums to the auto complete system (if you see previous screenshot above you will see that they aren't recognised as enum types because I keep them out of scans for now), but if I add them there's a HUGE amount of enums in Unreal to scan and take type info from. The issue with that is when the Editor is booting you may experience a very long scan process; depending on your system specs can take more than 5 minutes at startup while the editor collects type info from each and all Uenums existing in the engine.

    I don't know if I should add that... maybe keep it disabled, but with an option to activate it if you guys want it enabled?!
    I really don't want to deal with multithreaded code analysis, at least not for the upcoming months because reasons :3
    Basically this is as slow as waiting for Visual Studio to finish scanning a Unreal project..



    Image below is type info triggered from EAccessLevel enum I was using as guinea pig:




    Last edited by BrUnO XaVIeR; 04-11-2020, 03:31 PM.

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  • replied
    Have been working on a decent source tree viewer, for references when coding in-editor..






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  • replied
    I'm done for now with the code editor expansion.
    Both in-node editor and in-asset editor implement the same "intellisense" algorithms now, I was reluctant to do this earlier because I knew it's a massive amount of code to maintain :s
    I've mitigated the need for duplicated code by creating generic base text editor classes..

    I am submitting the update to Epic now, should also upload to GitHub this weeked and then keep researching ways to keep improvements coming in:


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  • replied
    I have been working on hundreds of little improvements to the code editor in the node, later I need to implement the new functionalities into the code editor in assets as well.
    Several problems have been fixed in the editor (auto indentation on Enter key press now works properly, etc), and I began implementation of a keyword suggestion popup;

    I plan to release this new version this week (v0.3.0):




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  • replied
    You definitely deserved it, congratulations!
    Also, glad you tried

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  • replied




    I am super excited to announce that 'Magic Nodes Plugin' is officially a Epic Mega Grants recipient for this year of 2020!
    Thanks to Epic Games' terrific generosity I have the path clear to move forward and make this tool grow to the point where it can be.
    I also want to thank you, everyone out there who is a believer and has been using Magic Nodes, always providing me with awesome feedback.
    Great things are coming! Feel free to always get in contact with me through email or PM me if you use Magic Nodes and want to share your experience!


    Thank you again, Tim Sweeney & all of Epic Games staff!!
    Much appreciated!


    IT'S PEANUT BUTTER JELLY TIME!!!
    Last edited by BrUnO XaVIeR; 02-11-2020, 05:16 PM.

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  • replied
    Hi to all. 1st post as only just started to learn game dev and moving over from app programming. Been programming on&off since Amiga days played with lots of languages mainly procedural/funcitional. but OOP :O So Ive just come across your product Thank you. Just what the doctor ordered, installing as I type. I hope and think this could be a huge benefit into moving over to c~~ sorry thats me crying cause ++ .... generally gives me such a headache ;o. Thank you Again.
    Zebuddi.

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  • replied
    Originally posted by iwk93 View Post
    Hi is it possible to make the same thing but for the custom node in the material editor?
    Yes, would be possible.
    But I still have no free time to add more work on this tool yet.

    I applied for a grant so I could add more programmer work on it, but Epic's judges said they couldn't get to an agreement, some liked it and some did not.
    Still waiting for official reply.
    Last edited by BrUnO XaVIeR; 02-07-2020, 03:35 AM.

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  • replied
    Hi is it possible to make the same thing but for the custom node in the material editor?

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  • replied
    I cannot install this plugin to UE 4.23.
    I didn't see this post earlier, sorry.
    New engine releases take a few days to have plugin updates released for them. By now it is already possible to install 4.23 version.

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