Hi everyone,
This thread is not directly related to Unreal Engine 4 but i thought about posting this here because i was inspired by Blueprints. The contents of this thread is related to our good old UnrealScript.
Here are some screenshots of my program called Unreal X-Graph which was a graph editor for creating new classes for UnrealScript. While Beta testing UE4 i was inspired by the idea of Blueprints and thought about creating a graph editor for UnrealScript and contribute it to the community (like Unreal X-Editor) so hopefully that should attract more people to Unreal Technology. Unreal X-Graph works much like Blueprints. That means, you can create and connect nodes together and compiling will generate a *.uc file with the contents of the graph. I started development back on January 2014 but since UE4 was released on March i totally abandoned this project and have no intention of resurrecting this back.
Click on images for higher resolution screenshots:
When the program starts you will be prompted to define new name for your class.
http://unrealxeditor.files.wordpress.com/2014/08/screen_1.png?w=788
By default all these nodes are created automatically when you start.
http://unrealxeditor.files.wordpress.com/2014/08/screen_2.png?w=788
And when you press compile, this is how the result looks like.​
http://unrealxeditor.files.wordpress.com/2014/08/screen_3.png?w=788
Node selection and highlight.
http://unrealxeditor.files.wordpress.com/2014/08/screen_4.png?w=788
Creating new function graph and previewing it.
http://unrealxeditor.files.wordpress.com/2014/08/screen_5.png?w=788
Opening function graph and creating new variables.
http://unrealxeditor.files.wordpress.com/2014/08/screen_6.png?w=788
Protect Node Feature. You can right click on any node (except Class and Default Properties) and toggle if it is protected or not. If it is protected then that node cannot be deleted.
https://unrealxeditor.files.wordpress.com/2014/08/node_protect.png?w=788
Different connection renderings.
Bezier (Default):
Line:
Curve: