Using custom Python Objects in Editor Widget Utility?

Hello,

I’ve made a custom class for an object via Python. I can load the object perfectly with ‘Execute Python Script’, and I can transfer each of it’s properties (name, age, etc) onto the next Py script.
Problem is, I have to transfer each property via node input/output rather than just passing the object, because it says the type of the variable is undetermined.

I use string append and assemble the whole python command and args that way, but maybe there is a better way.

This is, in my opinion, where the execute python script and execute python command nodes start to limit you.

To get around these limitations, I created a Python BPFunctionLibrary. Allows you to create your own BP nodes with Python, which gives you a lot more control.

Check out this link to get started: https://medium.com/@joe.j.graf/build…n-746ea9dd08b2

Then check this out for references on where to put Python files: https://docs.unrealengine.com/en-US/…hon/index.html

You have to import your script from the Python command line or in an init_unreal.py file.

Also, you’ll need to restart the engine each time you make modifications to your script as well, so it’s best to test as much as you can in the command line.

Try as much as possible to rely on the python code itself in a python file, not in commands via nodes.