Hey people!
I'm a C++ coder, like lot of people here, I know, but I love to prototype things in Blueprint for a fast workflow before putting it in C++. I think some people may do the same. The problem is that we have to rewrite all instructions manually to C++, and that's kind not fun.
I was thinking in creating a sort of translating tool in order to make the transition from Blueprint to C++ much faster! That won't be an easy task, but I would like to try it anyway!
========== Plan A #EDITED: not going to work!
The problem is that I don't exactly know where to start... I think there is a Blueprint to C++ translator in UE4 source code already, more specifically the classe FKismetCompilerContext at the file KismetCompiler.h! I can see at the source that it generates an intermediate compiled code of the header and the body from a Blueprint... look at line 3614 and 3619 at KismetCompiler.cpp (4.8.2 release). But I need some tips of how to use these functions properly...
========== Plan B... maybe simpler
I also think it may be simpler and faster if I could take the Blueprint Nodes that the user have selected, simple copy the code (like a Ctrl+C) and process that in order to express a equivalent C++ translation. Like in the pictures attached here!
... you guys know that you can do a Ctrl+C from a Blueprint and it becomes ASCII text, ready to paste some where else!
... but for that I would need the Blueprint grammar for the output text!
Any advises?
Thanks!
****EDITED:
========== plan C:
Now I prefer to analyse the built-in graph structure directly from inside the editor, and in order to do that I may create a plugin to use all Blueprint Editor utilities to access the data right the way!
I'm a C++ coder, like lot of people here, I know, but I love to prototype things in Blueprint for a fast workflow before putting it in C++. I think some people may do the same. The problem is that we have to rewrite all instructions manually to C++, and that's kind not fun.
I was thinking in creating a sort of translating tool in order to make the transition from Blueprint to C++ much faster! That won't be an easy task, but I would like to try it anyway!
========== Plan A #EDITED: not going to work!
The problem is that I don't exactly know where to start... I think there is a Blueprint to C++ translator in UE4 source code already, more specifically the classe FKismetCompilerContext at the file KismetCompiler.h! I can see at the source that it generates an intermediate compiled code of the header and the body from a Blueprint... look at line 3614 and 3619 at KismetCompiler.cpp (4.8.2 release). But I need some tips of how to use these functions properly...
========== Plan B... maybe simpler
I also think it may be simpler and faster if I could take the Blueprint Nodes that the user have selected, simple copy the code (like a Ctrl+C) and process that in order to express a equivalent C++ translation. Like in the pictures attached here!
... you guys know that you can do a Ctrl+C from a Blueprint and it becomes ASCII text, ready to paste some where else!
... but for that I would need the Blueprint grammar for the output text!
Any advises?
Thanks!
****EDITED:
========== plan C:
Now I prefer to analyse the built-in graph structure directly from inside the editor, and in order to do that I may create a plugin to use all Blueprint Editor utilities to access the data right the way!
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