I created a basic custom C++ Blueprint node (from BlueprintCallable) that prints “hello world” based on this tutorial: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums
My custom C++ node works as expected when added to my level editor.
In Windows Explorer I have several source folders (and files) in the .uproject current working directory:
\.vs
\Binaries
\Source
Questions:
(1)
Assuming I have build a release version of the C++ project, how do I reuse this custom node in a new project?
(2)
What are the minimum files I have to copy in order to simply use the custom node in another project blueprint without having to copy all the source files or recompilation?
(3)
What is the main difference between a custom C++ node and a C++ plugin?
i.e. when would one be more suitable to implement than the other?