We are presented with a familiar Blueprint Editor window.
Every Function that you create will be exposed to Blutility making it callable from the Editor, but from my test only functions with no input parameters are being exposed.
After compiling and saving our graph, it’s time to test it! Close the BP Editor window, then double-click on the asset. This should bring the Blutility Details panel.
Thanks for this! I’m curious to see what can be done with it. have you done anything further with it?
I’d love to be able to iterate over editor content (assets) but that doesn’t seem to be working. In my case, I have lots of textures that I’d want to make into material instances based off a single material, but that’s not quite working as there aren’t any functions available for creating assets, etc. (Atleast that I can find!) And the For Each Selected Asset doesn’t seem to work right (unless I’m missing something important :P)
I’m afraid I haven’t done anything more spectacular than iterating through some objects, messing with their positions etc.
Did you check if you can manipulate Assets from C++? If so, you could try to create custom BP nodes and use it that way
I haven’t tried messing with the content browser. But I can definitely mess around with objects placed in the world, or place objects in the world using C++.
Very cool stuff. I’m not seeing the print to screen that you see in yours with the same setup. I’m able to get exposed variables to change based on what’s in the level, but nothing prints to the screen. Any idea why that could be?
Edit Figured it out. You have to have Show Stats (Shift+L) turned on in the editor.
You can now call Blueprints Custom Events from any Blueprints that are placed in world. First create a new Actor Blueprint. Then create a Custom Event and enable Call In Editor.
Then drag and place this Blueprint in the world and select your Event from the list of Blutilities and hit Run. Thats it.
Apologies there hasn’t been any feedback until now regarding blutilities, I can confirm that changes that resurrect blutilities did not make it in 4.7. The good news is that they are active in our main branch currently and have been for a while so I would expect to see blutilites working again in the next release and support to be more consistent from this point onwards. I’m going to keep an eye on this thread so if anyone experiences any further issues it is visible early and dealt with, longer term blutilities are expected to migrated away from an experimental feature and just become part of the blueprint toolset.
One thing to note with the tutorial at the start of this thread is that the print string node behaves slightly differently now and will require you to be in PIE to get the text display in the viewport, I only mention this because it might help to eliminate any confusion with users trying out this particular tutorial.