# (39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

**URL:** <https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [April 29, 2014, 1:27am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448 "2014-04-29T01:27:59Z")\
**Posts on this page:** 1\
**Showing post:** 1294

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [November 17, 2015, 2:23am UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/1294 "2015-11-17T02:23:01Z")

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> [@;420849](#):
>
> Awesome new node! Could be very useful!

Hee hee!

> [@mandango;421176](#):
>
> Your system is ready to save (and restore it) fragmented meshes in game?

I could develop that tech yes, but it is relatively complex, involving talking to the PhysX engine and also communicating everything to the Destructible Mesh component.

Anyone who wants me to develop that tech can PM me!

🙂

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