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

Before the year ends I wanted to finish this as well…
Node’s source can be also edited from its asset package (they won’t exist in built game, they only exist in Editor!)

So we will be able to share nodes as assets between projects and machines (instead of sending whole copies of Blueprints), then attach that source into a node and hit compile, the base C++ class is generated (as if the user went through the whole process of creating and setting up a plugin to host his custom Kismet node, but skipping the headaches):

Now it’s party time!
Happy new year guys, till later :]