Custom Bluprint nodes with C++ function code in-editor :-o

1 Script = 1 Blueprint Function.
That is what Unreal understands after I tell it to delete the script after converting it to a “Graph”…

The “script” only exist in the Editor, so whatever you can do with a Blueprint Function equates to what you could do with this node. That includes calling UFunctions not exposed to Blueprint Graphs.
(UFunctions yes, native C++ functions no)

Unreal has a ton of UFunctions “hidden”, not exposed, to Blueprint Graphs; this could be a way to access them easily.

Also, the “benefit” I dig the most is the possibility of “writing nodes” faster than dragging pins wires around which is sometimes annoying for simple “for loops”, array/set manipulations, etc… Typing words to do things like is simply faster than dragging wires around.

But anyway, I don’t have the human resources to effectively develop something “this big”. A fully working scripting node would require a team working on it full-time, it’s a lot of code to maintain.

I was just curious to see if it would run at all :stuck_out_tongue:
I will learn how to generate node pins extracted from the compiled scripts, after that I am probably done with this!