Simple in-game visual scripting

Hi, i want to make a simulator, with something similar like blueprints, but ingame. On screen there are different “boxes”, The player has to have the ability to move them and connect them, something like this:


But i have no idea how to do this. First i tried to create a simple drag and drop, but failed, because i couldn’t find anything useful to me and all the tutorials were for inventories etc.
If you know some tutorials related to this, know how to do this or at least tell me what i should search for, i would be really thankful.

If you’re still watching inventory tutorials in order to get things done in UMG, you shouldn’t be tackling something like a visual scripting system. Not saying you can’t ask for help- but you can pick up the relevant info on how you might start to do this from the tutorials you’ve seen. Don’t look at what they’re doing. Look at what they’re trying to do, why they do it the way they do, and how it might apply to your own task.

Depending on how much you know, UMG may be the easiest portion of this for you by the way.

I Got the drag and drop working (i can drag a box around the screen) and i understand umg a little better now (thanks to this 3 part tutorial: https://.youtube.com/watch?v=wyC5vl64V9k).
But i have no idea how should i do the “connecting boxes” part…

Creating a programming language is like creating a MMO all by yourself.
You start it just for fun, then 10 years later someday you wake up from bed and have no idea where those 10 years have gone into.

I am not trying to create a programming language, at first i am trying to make a fairly simple simulator with these blocks: start -> motor on -> if(something) ->motor off | and only one of each block. The player should be able to move these blocks around and connect them. That shouldn’t take me 10 years. (at least i hope so)

I’m completely new to Blueprints and I’m starting to play with it now. I have used Fusion(Clickteam) for years. It has limitations, the biggest one being that its 2d, but its very good for making you strong at figuring out how to bring about events by creating unique conditions. You might want to download the demo and see if you can get the logistics down using that, then figure out how to execute the logistics in BluePrints.

I don’t know, would it be worth it to learn a new game engine and never actually use it, my game or “simulation” needs to be 3d. I might try to figure it out straight on blueprints, but if i can’t figure it out, i will try fusion.

What you describe IS a programming language; just at a smaller interpreted level.
Still, doing that will be absurdly harder than you think it actually is.

if you just want to “fake” some proto-programming “a la BP” it shouldn’t be too hard. As long as it’s more like small puzzle (have a bunch of node to choose from and to link in the right order; the same there are bunch of word you pick from to make a sentence for those who learn a language) and even polish the things, with having 3D element that can react to that.

there is a draw line node that could do the link, else if you fix the distance between node, you can simply use an image.

You could connect boxes with this maybe??? Would look pretty cool.

The boxes and lines should still be 2d

Just curious if you ended up finding a solution.

There is an assumption that any kind of logic construction interface is a programming language , that simply is not the case

a programming language, usually, is turing compete, what that means is that it passes the turing test, what that means is that is do any kind of logic.

There are several cases however even in text coding that this is simply not true, like DSL , Domain Specific Languages, these language are not programming languages and instead they are used for very specific scenarios like HTML.

How complex the language is depends solely on how much freedome the language gives. If its very limited it will be also very easy to implement.

But even in the case you want to implement a full blown blueprint it can be dead easy. How you make something extremely complex to extremely easy ? Automation of course. Or to put it more plainly you “steal” code.

Online you will find A TON of visual language that are coded in C++ or other language that can be used for what you want to do. The tricky part is doing the GUI since the language itself is given and of course warping your game objects to the language.

Ideally you could hack the editor itself to be included with your game and provide blueprint scripting directly, afterall UE is open source for this reason.

still working on it

Have you tried DrawLines or using SplineMesh?