Is it possible to add new modules to the Cascade Modules without compiling them as part of the engine code?
I’ve made one module for Cascade so far, but want to experiment with many others as well and eventually release some kind of ‘Cascade Module Pack’ on the marketplace, which allows the users to do much more complex simulations and behaviours than the stock modules allow.
I’ve posted a thread here detailing the current progress of my work, and asked another user about integrating my code as a plugin. Currently I’m making changes to files like ‘ParticleHelpers.h’ and ‘ParticleModules_Size.cpp’ to get my code working, which seem pretty rooted into the particle system code, but I want to see if it’s possible to add my own classes that will also filter into the menus seamlessly via a plugin.
If so, how can I go about Integrating the code through a config file the way Rama has done it? Or through the plugin file itself?
It’s probably buried, right now. But last time I read on forums Cascade is no longer in development (it means, it won’t have any new functionality added), and all focus has been moved towards Niagara.
In Niagara you will be able to create new modules, using Blueprints. So I guess adding plugins with new modules which use either C++ or Blueprints should be trivial.
It’s currently not possible to add particle modules anywhere but directly in the engine code. This will likely not change for Cascade, as it would be a pretty complex change and we’d rather invest that time into our next-generation effects system.
As for that, it’ll be quite easy to add new functionality, as it’s all based on node graphs; you should easily be able to add new functionality as pre-made graphs or functions.