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    #61
    First of all, thanks a lot for this awesome plugin! Really, I didn't think it was possible to make something like this!

    I've got a question. Is it possible to pass as pin a Blueprint only class? Imagine that I've got a blueprint Actor, could I pass it in some way to a magic node?
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      #62
      Originally posted by FrancescoDeso View Post
      I've got a question. Is it possible to pass as pin a Blueprint only class? Imagine that I've got a blueprint Actor, could I pass it in some way to a magic node?
      Yes you can use

      TSubclassOf<someClass> myClassPin

      as input to pass a BP class to c++ code.
      | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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        #63
        Originally posted by BrUnO XaVIeR View Post

        Yes you can use

        TSubclassOf<someClass> myClassPin

        as input to pass a BP class to c++ code.
        Thank you for the fast response!

        That's true about the TSubClassOf! But, what if I want to pass an instance of the Blueprint class, in order to access functions/variables defined in the Blueprint class?

        I'm guessing that it can be only be done only with reflection, right?
        Last edited by FrancescoDeso; 07-20-2020, 03:47 PM.
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          #64
          Originally posted by FrancescoDeso View Post

          Thank you for the fast response!

          That's true about the TSubClassOf! But, what if I want to pass an instance of the Blueprint class, in order to access functions/variables defined in the Blueprint class?

          I'm guessing that it can be only be done only with reflection, right?
          Yes, BP object can only be accessed from C++ if you use the reflection system.
          I want to create a default API for that, I just too chaotic situation right now and can never start it.
          | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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            #65
            FrancescoDeso Also, I believe 'scripting' is a better option for that.
            I am investigating, studying, learning a viable avenue to make it happen instead of go full c++ there. I hope what I'm researching works well with that, still got no concrete results
            | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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              #66
              Originally posted by BrUnO XaVIeR View Post
              FrancescoDeso Also, I believe 'scripting' is a better option for that.
              I am investigating, studying, learning a viable avenue to make it happen instead of go full c++ there. I hope what I'm researching works well with that, still got no concrete results

              Yet again, thank you for the fast response!

              Yeah, it's true, what I wanted to do was kind of a "hack". Basically I had a UMG widget with a list and wanted to make a C++ "script" to fill it with stuff in a few lines of code, instead of making LOTS of boilerplate spaghetti blueprint nodes. I wanted to skip the bae C++ class, but apparently there is no way to avoid it!

              Seeing your work, I'm sure you'll find very clever solutions for these kind of problems in the future Let me tell you again that your plugin is amazing!
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                #67
                Interesting case study... a custom C# compiler running (compiled) code on MagicNodes within the Unreal Editor
                To run the node as an async task just have to give C# class a little 'Async' attribute
                (can run C# scripts as normal UFunctions or Async threads):






                Last edited by BrUnO XaVIeR; 11-06-2020, 01:36 AM.
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                  #68
                  Originally posted by BrUnO XaVIeR View Post
                  Interesting case study... a custom C# compiler running (compiled) code on MagicNodes within the Unreal Editor
                  To run the node as an async task just have to give C# class a little 'Async' attribute
                  (can run C# scripts as normal UFunctions or Async threads):




                  What is this wizardy :O? Could we try?
                  Last edited by KamykerBeatAim; 11-15-2020, 09:17 PM.

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                    #69
                    Originally posted by KamykerBeatAim View Post

                    What is this wizardy :O? Could we try?
                    I am working on a compiler to make it understand Unreal Blueprint's variables and generate input pins on the node from a C# class.
                    For now it's not safe to use it on any project.
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                      #70
                      After 2 trillion crashes... I got a C# compiler working within Unreal Editor, with error reports, compiler failures and etc:









                      and... C# properties declared on class generate pins on blueprint node + default values!










                      There's a lot of things that are still a mystery though... very experimental thing, this "hello world" trial was almost impossible LOL
                      | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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