A way or an asset similar to blueprints for players to create their own game logic?

If I were to create a game and editor for it sort of like Fortnite and UEFN or Roblox and its editor, is there an asset or a method where I could pack up generalized macros and functions into nodes for THE PLAYER to create their own gameplay logic at runtime?

So for example, I have the player create a vehicle in the editor and provide the player with a gun component and the player can use a sort of graph to drag off from the gun component and utilize the “Pew Pew” function to fire the gun. Basically blueprints, but for kids, simpler and at runtime.

As of now, all I can think of is creating a grid in widgets and creating lots of small widgets with specific functions in them and find a way to have those widgets interact with widgets that are adjacent to them in the grid. Very clunky and rudimentary.

For blueprints to be editable in packaged game you would need whole “compiler” and i think that is only in editor. Maybe there are some plugins like python or C# or similar that can compile in runtime.

I was thinking more along the lines of creating an actual blueprint system for players so during the game, players can open the game editor and drag and drop nodes to create gameplay logic

Blueprint editor is most probably only in unreal editor, not part of packaged game.

So if that coding system is part of gameplay, look into Finite State Machines, maybe you can make some system out of them.

If you want full blueprints system, look into modding for game, enabling mods for it, creating modules.

Could you elaborate further on Finite State Machines? If I’m not mistaken, aren’t they used in AI? I’m not sure how I can make something similar to Blueprint nodes using that

I mean that for some simple kind of code (for game in runtime) you should look into FSM. Then code whole programming logic yourself.

Also nodes in blueprints and blueprint editor are Unreal Editor only (i am like 99% sure of that), so to have some coding like blueprints functionality during runtime you need to code simple “language” (that is for what i suggested FSM), and then code all nodes, editor etc in UMG.

Now question is:

  • is that whole programming idea worth all that coding?

Well my boss wants that, I’m just trying to comply though it did pique my interest. I’m just looking at a rudimentary Proof Of Concept

Is there some plugin that can create those wires that we make between blueprint nodes? I guess I’m trying to fake blueprints using UMG

https://www.youtube.com/watch?v=ciLJP3EGoiE EXACTLY WHAT I WAS LOOKING FOR!

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