Thanks @AlexGorcea for the css
I am currently working on the new version of BlueprintUE, I have a lot of ideas for making it more usefull than just a pastebin
I agree with you @Fronzelneekburm , but it’s better than before when it was optionnal
Thanks @AlexGorcea for the css
I am currently working on the new version of BlueprintUE, I have a lot of ideas for making it more usefull than just a pastebin
I agree with you @Fronzelneekburm , but it’s better than before when it was optionnal
Hi,
Just for your information, I work on the new version!
I attached 2 pictures on post for showing you the progress.
is what we have in the Unreal Engine editor
is from my work on BlueprintUE 3
A lot of work is in front of me ^^
I’ll keep you in touch
Add UE4 Version 4.16 by default
Add button “LIVE” in the header navigation bar when I’m livestreaming on Twitch. So you can see the progress on the new version.
I will try to make a post for sharing the progress of my work about the new BlueprintUE
All the stuff you will see is in dev, so it’s not online for the moment.
1/ So, here we have a blueprint posted on blueprintue.com
Before (currently online)
After (in dev)
I have some css to refactor and improve about spacing between pins without input.
2/ Partial blueprint material
Why partial? because I don’t have the little expand button and optional input in grey when the material have certains settings.
3/ Keyboard Event mapped
All keyboard events mapped
4/ Copy event
When you select a node and you do copy with ctrl+c you will copy the text for UE4
That’s all for week, next update in 7 days.
New week, new progress about the new blueprint rendering
I have a little surprise at the end I hope you will like it!
1/ Zoom
Display current Zoom level in top right bar.
Like UE Editor you can zoom out to -12 and zoom in to +7 (for zoom in after 1:1 you have to press ctrl key when you use the wheel).
2/ Fullscreen and Reset
Add buttons Fullscreen and Reset in top left bar.
Reset will change the viewport position to the start, when blueprint is rendered, and scaled at 1.0
3/ Pins have hover
Change some CSS for having with the correct color when you are hovering a pin like in UE Editor.
4/ One more thing about BlueprintUE
If possible on BlueprintUE.com the new render will be used instead of the old one.
It’s only possible when the code is above the 4.13 UE version.
For that I verify if I found a ‘Custom Properties Pin’ in declaration of nodes.
That’s all for week, next update in 7 days.
Third week of news about BlueprintUE
1/ Focus on better rendering
Verify if I had error with the last 150 blueprints created on BlueprintUE -> fix some
List of improvments
2/ Questions about legal with BlueprintUE
TL;DR -> It’s legal, no problem with Epic Games
https://answers.unrealengine.com/questions/660243/legals-about-blueprintuecom.html
3/ Questions about legal with new about realtime collaborative blueprint editor
TL;DR -> It’s legal, no problem with Epic Games
https://answers.unrealengine.com/questions/670520/legals-issues-adding-a-blueprint-editor-in-a-webpa.html
4/ Embed blueprint in forum post
I want to add the possibility to embed your blueprint posted on BlueprintUE in forum.
It will be better than upload pictures or host your pictures on imgur, etc…
But for I need your help.
I post a question here -> https://answers.unrealengine.com/questions/670502/integrate-iframe-blueprintuecom-inside-post-on-for.html
So if someone from the epic staff can respond about it, I will really appreciate
5/ Update Example
I change the example given below the form, like that it’s using the new render engine.
That’s all for week, next update in 7 days.
hello, any idea why pasting fails? Paralax Occlusion Material w/Vertex Painting posted by pupupu | blueprintUE | PasteBin For Unreal Engine
From here, I see your blueprint. But it use the old render engine because you paste blueprint containg the old definition of edpingraph
It is not mine but at least that explains why it is unpasteable, thanks.
When blueprint using some private assets, variables or functions, Unreal Engine can’t paste all the blueprint because you don’t have them declared in your project or it found conflict nodes.
Fourth week of news about BlueprintUE
… I just do nothing …
Now I use the new render engine with all version of unreal engine, it’s available now and for all the old blueprints.
The old ugly render is now a past thing
(it also fix the render for composite node)
1/ Facebook SSO
Facebook drop the of the graphapi 2.3, so I made some changes for .
By the way all javascript files about sso is available only when it’s the time to log.
2/ Blueprint Categories
When you add a blueprint I add a type which can be :
3/ Search improved
I add the UE version and category blueprint in the form search
4/ List category Blueprint
I add a page list for each category of blueprint, you can see the material page on link: https://blueprintue.com/kind/type-material/
5/ Wording
Rename buttons in the nav bar Sign-up to Register and Sign-in to Login
6/ Cookies Consent
By default you accept cookies when you visit BlueprintUE
is a pretty awesome tool
If you are up for another challenge, I’ve always thought a browser version of UE4 material editor with a basic preview would be great (much more fun than facebook in the spare time)…
EDIT: Just realized it does have basic material nodes… having a preview seems like it would be a lot more time consuming to make.
Thanks for your amazing work. Can I use the offline editor now? At the same time ,can I get a high resolution screenshot of a blueprint from website? After all, pictures are easier to share and view.
Can anyone help me?
Im using the embed of but it always defaults to 1:1 which doesn’t show a lot of my blueprint, is there a way to make it zoom out/show more by default?
Hi everybody!
Just a quick update about blueprintUE.
The site has changed its design.
You can read the post I wrote about it: https://blueprintue.com/blog/blueprintue-redesigned/
Also you can watch the presentation video available on YouTube: https://www.youtube.com/watch?v=DH6cR9b3m04