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MGC 'Magic Nodes'

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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 to work on it, but Epic's judges said they couldn't get to an agreement, some liked it and some did not... I guess that means a "No thanks"

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

    Leave a comment:


  • 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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  • replied
    I cannot install this plugin to UE 4.23.

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  • replied
    OK, cool! some of that made sense to me! (that's a huge improvement over where I was a month ago.) I have much more Unreal to learn.

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  • replied
    It's a custom "Kismet Node": https://wiki.unrealengine.com/Create..._For_Blueprint

    The turn-around thing about this node is that it can actually generate C++ classes and invoke functions from the generated classes by itself.
    In general Kismet Nodes (or the UFUNCTION(...) ones) only know about C++ functions that already exist.

    This node in particular creates an Unreal Object to store the code the user typed, then in runtime it already knows the pointer in memory to the compiled version of the function to call.
    At runtime the node de-references the pointer and calls the "Execute" function of its object...

    So you can have N^ custom Kismet Nodes packed into this only one node, instead of need to create one custom Kismet Node for each execution object you have.

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  • replied
    This is so awesome. Is this like some sort of convenience wrapper around the normal "C++ backed Blueprint node" design or are you doing something special?

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  • replied
    Some quick nodes to workaround this issue: https://issues.unrealengine.com/issue/UE-68641

    Make sure you read this:
    https://brunoxavierleite.wordpress.c...s-programming/

    Can download nodes here:
    https://www.dropbox.com/s/19foctkvju...ts.uasset?dl=0
    https://www.dropbox.com/s/sqymv91hvo...el.uasset?dl=0









    Last edited by BrUnO XaVIeR; 11-13-2019, 10:47 AM.

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  • replied
    I've submitted v0.1.5 to marketplace (I have no access to GitHub where I am right now so the files in Git will be outdated for a while)...


    * In text/code editor within Nodes (expanded nodes) I have included auto indentation for new code lines.
    However, there's a hard-coded routine in Slate's multiline text widget which I cannot override right now, it automatically adds new line whenever Enter key is pressed. So the auto indentation will always come with an extra line break, I am working around that pressing backspace once a new line is included... I cannot find a way to fix this problem for now, sorry!

    * In pre-compiler class I've included an extra check to ignore whatever header includes that are incomplete or invalid before trying to generate the C++ objects.


    Those changes are currently on the submitted plugin v0.1.5 for Unreal 4.22.

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  • replied
    I submitted plugin update for Unreal 4.22.
    Keep in mind that this thing is still an experimental beta tool, I still didn't have any extra time to go back and work it some more.

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  • replied
    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 .

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  • replied
    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

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  • replied
    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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  • replied
    This plugin is now released



    MARKETPLACE
    GITHUB

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  • replied
    Subscribed, bookmarked, noted and thousand thanks for this plugin!

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