# (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:** 434

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**Author:** ![anonymous\_user\_b885638c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b885638c](https://forums.unrealengine.com/u/anonymous_user_b885638c)\
**Post date:** [November 22, 2014, 8:28pm UTC](https://forums.unrealengine.com/t/39-s-extra-blueprint-nodes-for-you-as-a-plugin-no-c-required/3448/434 "2014-11-22T20:28:51Z")

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I’m sorry if I sound ignorant, I just registered and I’m checking out how the blueprint system works, but I’d like to ask a question about your plugin. Why is it a plugin and not integrated into the engine? I mean things like vertex snapping are awesome and honestly I’m surprised that it wasn’t in the editor by default. And it seems like you’ve expanded the blueprint system quite a bit, so what gives? Again I’m sorry if the answer is obvious,I just don’t know how things are running here. I come from Unity and everything there was in the asset store, I guess I had the wrong idea how open source works.

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