The dependencies go into your build file
Yes you need to convert it to a c++ project to use custom k2 nodes.
It should be accessible in the project once it compiles.
The dependencies go into your build file
Yes you need to convert it to a c++ project to use custom k2 nodes.
It should be accessible in the project once it compiles.
Ok It’s working now, thanks!
There’s just one weird thing, I’m getting a breakpoint in visual studio, as soon as I click play in the editor:
any ideas what could it be? how to fix or at least how to disable it?
Enhanced input is a default module since a couple of versions of unreal. This is an example build file dependencies of a basic c++ project.
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
Perhaps check if you have it enabled as a plugin. It shouldn’t be throwing any errors.
If it is unchecked in the plugins of your project it will throw and error but with a message mentioning to enable default input.
ensureMsgf(Class.IsValid(), TEXT("Invalid InputComponent class in Input Settings. Manual reset required."));
If the plugin is already enabled then, maybe try verifying your engine that all files are ok from the epic launcher.
Yeah I’ve been using enhanced input for a while in this project, but never had any issues before today, after adding code.
plugin is enabled, and I’ve verified the installer, all seems fine, but the breakpoint persists.
I ran a newly created template, added the same code, and it runs fine. must be something in my project? I created it before the enhanced input was a thing, and migrated the inputs to use it after it was released in stable.
So I ported the whole project into a new blank template, and it stopped that breakpoint.
There’s only one thing I suppose now, this custom node won’t package, works only in editor. How can I make it work for packaging?
Reading up on k2 node extraction. Seems it needs to pushed into it’s own module and setup to only work in the editor phase.
can I create a new project, add this conde to it, and then just export the node to use in my other project? (kinda want to keep it blueprint only
So can he/we make a temp C++ project > make the whatever code/node (for C++), then import that [asset] into a Blueprint only project?
I’ll see what I can do. I haven’t had much experience with k2 nodes. I can push it out to a plugin but even if I exclude the specific dependencies from the plugin via a target condition in the build file it will cause problems during packing. I need to look into the engine source to check how to get it to pack correctly (Most likely there needs to be an Editor and Runtime version)
Edit: Ok was able to extract it to a plugin and pack to a project. Will post an updated project soon
Packed plugin version for 5.4 (copy into your engine directory/Engine/Plugins )
Packed_plugin_ExtraCustomNodes.zip (12.4 MB)
Version as plugin with source surrounding source
CustomNodeProject.zip (15.5 MB)
Thank you. We appreciate your community service. This was exactly the type of [plugin package, ease] that I asked about.
Let me know if all works well. Haven’t had a chance to check it on another pc.
Im checking now. What is the name of the node?
And is my understanding correct on how to use it:
Edit: I see a “cases” node. Is that yours? It has an Enum output, and multi EXE inputs.
Is this “Cases” node yours? If yes, I can add it now. (BRB making enum code to test it lol.)
.
Edit: ok this code works for me. Im guessing it’s your Cases node.
(And Idk whos Enum that is, just a random one I found in this project.)
Thanks for your contribution
Edit 2:
@3dRaven it worked in 5.4.1.
I just made the outer encasimg the the k2 node in the form of a plugin and searched for the meeded config modules for it to run. (Original post just had .h and cpp)
Original author if the node is stated in the posted code snippet above my posts. (Still unchanged & intact in the cpp file.
I’ll try to make a 4.27 version later today
Edit: update
Packed Unreal 4 version for bp
ExtraCustomNodes.zip (8.0 MB)
Full source
CustomNodeProject427.zip (24.9 MB)
Had to change some of the node internals as 4 had some functions missing.
Thanks!
The plugin worked well in 5.4.2 on a blueprint only project.
the “customnodeproject” failed to open and asked to compile from source for some reason.
the plugin is a nice solution, but i’ll be developing this project for a while, and I tend to migrate to new releases for the new features, so asking you to recompile it every now and then wouldn’t be ideal. would you mind sharing how to do so?
Also, I had to format my computer and still didn’t have time to install VS and SDK. will this plugin package for release?
I’d still love to know how to make the original C++ code work for packaging. thanks again
You can compile to the version you need though the source code project. You need to regenerate the project through the uproject file (right click and generate project). You can than compile it in other versions of the engine. Then run it in your IDE (I use VS)
There is a big leap between 4 and 5 but I’m guessing most subsequent versions of 5 should compile with no problems.
I would suggest downloading source for both versions as the rewrite without diving into k2 nodes is tough (I’ve just started learning them myself)
Oh and to use the bp version only make sure that once you compile, go into the plugins, find the extra custom node plugin and choose “pack” to be able to export it out of the source version.
Thanks for your community service for 4x.
Suggestion to make your own thread and post your plugins, if a community plugin thread does not already exist.
The links will be kept up as it’s directly on epic’s servers.
The internal code is not originally my own, so I don’t really want to take credit for someone else’s work.
I just encapsulated it and made it backward compatible.
What I mean is please make a thread with the subject of community plugins/assets, so that others can find this easier.
Can you explain how exactly to compile it?
I got to the part where I right click and generate project lol, but I don’t really know how to compile a plugin, or what do you mean by “run” in in visual studio
I also got to package the plugin like you mentioned, after I opened the source project in the editor, but I’m not sure what to do with the files it generated.