You can go to your content browser → right click → Blueprint Class and select the component class which you want to inherit from (Most basic one is ActorComponent, SceneComponent has transforms and PrimitiveComponent has render functionality).
Hey, How do I add custom components into my blueprints editor?
no no, I mean the nodes you use to build the blueprints with, like add, subtract, multiply, set jump Zvelocity…
Sorry for the confusion… I found no name until now so…
Oh Now I See what you mean. For custom nodes you can create a Macro Library. Use object as base Class so it is accessible in every blueprint class.
do you know how I can edit the code for it?
You want to edit the code of what exactly?
My own node…
You open your Macro Library Blueprint and right click on the Macros panel, to create a new macro. Once you have done that you can doubleclick your new macro and edit it.
no no, sorry I want to edit the cpp code in a code editor like MS Visual Studio, Code::Blocks, Dev cpp and so on. Not the main editor itself… Sorry again. I’m kinda new to this engine XD
Is it possible at all?
If you want to modify the engine search for “UE4 source control”, if you only want to extend it you should watch some tutorials about UE4 c++.
ok, thanks for the help man XD
if you want create any new component that isn’t like anything exist in UE4 then you need create it with C++ code in Visual Studio, to generage visual studio files for project simply right click on .uproject file and select “generate visual studio files”, after you can open .sln
if you you mean just how make nodes with input and output pins, then simply create function in any blueprint, compile, after that you can specify input and output node
p.s. don’t forget mark question as answered with little gray circle button under any answer (not comment, but whole answer) when problem solved, so anyone else later can have same question and may find solution faster, if you find solution on your own, don’t forget write it too