If it’s not difficult, then you can write some examples of functions from the blueprint in C ++ for the Magic Nodes
Examples - ForEachLoop, ForEachLoopWithBreak, ForEachLoopWithBreakAndDelay, ForLoop (int), WhileLoop
Thank you very much in advance!
There are few examples in plugin’s Content folder.
At the moment I am involved in several projects (and responsibilities), I really can’t afford creating more samples for anything for now.
BrUnO_XaVIeR For 5.1? )
Waiting for Epic Games to update plugins.
There are a whole lot of migration issues with Unreal 5.4, so the plugin for this engine version is going to take a while to update.
I am still reviewing the hundreds of error messages I’m getting when compiling the project.
Just saw this was updated recently and looking to hop back into using it again! I was curious if you have any plans to continue on the C# side at some point?
Also now that I’ve been using it a little bit today, is it possible to disable to IntelliSense/autocomplete until its fixed so its not interfering with navigation commands? I’ll be typing something out and then don’t realize the little window is open and go to move back or a new line and it will sometimes fire a correction I couldn’t see. If not more than happy to be able to use this again thank you for the awesome plugin!
Development on this is halted for now due to ‘interesting’ policies of my current employer. I want to continue the C# binding one day, but I also want to own my work when I decide to do it ^^
Magic node pins revert to an old state despite successful compilation. They disappear upon engine restart. Anyone know why? Where’s pin data stored? (Great plugin!)
EDIT: Fixed by deleting Binaries, Intermediate, and Saved folders, then regenerating Visual Studio files.
Hey I am having this issue now, I tried deleting those folder and regenerating the visual studio files, that didn’t work, I also tried storing a pointer to it in the character, because I don’t know how garbage collection works and that didn’t work. I am a little lost now.
Is any of your folders maybe marked as “read-only”?
Yes, I made a MagicNodes folder to do some testing, and it is read only, but when I change it, it just becomes read-only again when I restart
Seems like your Windows User doesn’t have permission to write files to some folder.
The node exports pin data to a text file in your project file, then when the Edito is re-opened, the node reconstruct itself from the data written to that ini file.
It seems like your file may be created, but permissions to write to the file are denied.
This is common for new installations of Unreal Engine.
I finally had some time to resurrect this project a bit.
Since Microsoft basically killed Mono framework, I am not touching that yet, so no plans to look into C# nodes…
But I did a debug pass on the C++ nodes and corrected issues that were preventing the tool from working correctly (like in UE4 version).
Keep in mind that due to changes to the UHT on latest versions of UE5, in your project’s Build.cs you also now need to include Slate and SlateCore modules as dependencies or the project might not compile:
```cpp
Compile
On the latest versions of Unreal Engine, if using this plugin, Epic now requires you to add dependencies for Slate and SlateCore modules to your project’s Build.cs file:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "Slate", "SlateCore", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { "MagicNodeRuntime" });
MagicNodesPlugin: Scriptable Blueprint Nodes within Blueprints on Unreal Engine.