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[Feature request]Knots in blueprint linking and possibly other graphs too

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    #16
    Awesome stuff, I can totally see how this will make blueprints cleaner and easier to follow

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      #17
      I recently made a similar thread which can be found here.

      I have since requested it be closed, due to this thread having more information on the topic, but feel free to check out the information I have provided in the other thread & if you want incorporate it into this thread if any of you feel any of it is reinvent.
      Regards,
      Benjamin D. Smith

      Founder & CEO | Binary Sword Pty Ltd
      Currently working on: ODIN Tracker (UE4 Plugin)

      Comment


        #18
        Originally posted by Michael Noland View Post
        Heya,

        This is something I've wanted to add for a long time, so I started implementing knots/push pins/reroute nodes/whatever you want to call them last Epic Friday. I've polished it up to the point where it can be checked in, though it's not quite as slick as your mockup video above (we can't do hit testing on wires right now, so there's no way to inject one just by clicking).



        'Add Reroute Node...' shows up in the context menu when you click-drag off of a pin; you can make connections to a reroute pin like normal, move it around (by dragging near it or ctrl+dragging on it), and remove it by Alt+Clicking.

        Checked into Main here https://github.com/EpicGames/UnrealE...b1f11d0a86302b, but it won't be in an official build until 4.3 since 4.2 has already branched.

        Cheers,
        Michael Noland
        Woohoo! Great news!
        SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
        Level design and prototyping for newbies

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          #19
          Wooo great ^^ thanks for implementing this
          =========
          My Tutorials:
          Basic knowledge about Classes and UObject environment and stuff like that

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            #20
            Suggestions for improvement of the Blueprint Reroute Node feature

            I started I thread awhile back discussing the now implemented Blueprint Reroute Node and I thought I would voice some suggestions for improvement for said feature.

            Since pictures are worth a thousand words, I guess GIF's are ten thousand here are just some of the shortcuts Blender has for their node editor

            Lazy Connect



            Lazy Mix

            Merge

            Batch change blend type / math operation

            Change Mix Factor

            Swap Links

            Switch Node Type

            Copy Settings

            Add Reroutes to Outputs

            Link Active to Selected

            Detach Outputs



            GIF source:
            http://wiki.blender.org/index.php/Ex...ficiency_Tools

            Original post:
            https://forums.unrealengine.com/show...ns-general-use
            Regards,
            Benjamin D. Smith

            Founder & CEO | Binary Sword Pty Ltd
            Currently working on: ODIN Tracker (UE4 Plugin)

            Comment


              #21
              Originally posted by benjamin.smith View Post
              I started I thread awhile back discussing the now implemented Blueprint Reroute Node and I thought I would voice some suggestions for improvement for said feature.

              Since pictures are worth a thousand words, I guess GIF's are ten thousand here are just some of the shortcuts Blender has for their node editor

              Lazy Connect



              Lazy Mix

              Merge

              Batch change blend type / math operation

              Change Mix Factor

              Swap Links

              Switch Node Type

              Copy Settings

              Add Reroutes to Outputs

              Link Active to Selected

              Detach Outputs



              GIF source:
              http://wiki.blender.org/index.php/Ex...ficiency_Tools

              Original post:
              https://forums.unrealengine.com/show...ns-general-use
              +10

              The blender's node is more pretties than BP node.
              Please make the bp node size as it need! Some node's size are really too big, like the pic shows:
              Click image for larger version

Name:	BPNodeSize.png
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ID:	1060121

              Comment


                #22
                I feel it would also be extremely handy to implement a Node Slicer which can be enabled by say for example Alt+Shift+LMB drag to allow the slicing of connections to multiple nodes on a very large Blueprint

                Originally posted by Michael Noland View Post
                I've polished it up to the point where it can be checked in, though it's not quite as slick as your mockup video above (we can't do hit testing on wires right now, so there's no way to inject one just by clicking).
                Though as Michael stated, Shadowriver's suggestion for nodes to connections auto-detecting collision of each others path (personally I think this would be a mess unless you had to hold down a key to enable it) and my Node Slicer suggestion wouldn't be possible until hit testing on wires is implemented into UE4's node editors.

                Furthermore,
                For those that don't know, this Official UE4 Blueprint Cheat Sheet is pretty handy - https://docs.unrealengine.com/latest...eet/index.html
                Last edited by BenjaminDSmithy; 10-24-2014, 04:50 AM.
                Regards,
                Benjamin D. Smith

                Founder & CEO | Binary Sword Pty Ltd
                Currently working on: ODIN Tracker (UE4 Plugin)

                Comment

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