After venturing into write my very first C++ code test in UE4 and realizing that the big monster is really not so scary I wake up today with this dream:

Imagine that people like me, working solo, from designer side with a little programming skills could create custom Blueprint nodes and write directly in-editor simple function C++ code; without leading with Visual Studio (just one time installation) and complex C++ header declarations and function declaration, all managed by the blueprint editor.
Wait, I made my research first, I know we currently can create custom nodes and classes and is actually very handy (for C++ programmers). Also I know there is an experimental Code Editor plugin. This facts just prove me that what I'm suggesting is theoretically possible. Just need to know if more people and Epic staff thinks this will be useful for all.
Currently the easiest way I found to create a simple math function or loop in C++ and expose the node for blueprint was making an awesome Blueprint Function Library (was super-cool).
But I spent big time figuring out how to correctly declare the functions and parameters in the header file.
Imaging all this declaration part and source files generation could occur under the hood.
- You declare a Blueprint function using the editor as commonly you do; creating inputs and outputs parameters.
- You set that this function will be implemented with C++ code instead of nodes. Automatically UEditor will create all necessary declaration for you as a Blueprint Function Library or similar source files but you don't have to deal with it. You stay in the editor all time.
- Now you have a node with a Text field that you can edit the body of the C++ function.
- When you click compile this node, UE send the updates to C++ compiler in some obscure place you don't care about.
- And ready, your node is working with all the advantages of speed and optimization of native code.
What do you think?
Well, sorry if you think this is non-sense, I'm not C++ programmer, just a designer with some Object Pascal background and loving UE4 too much
Regards.
Imagine that people like me, working solo, from designer side with a little programming skills could create custom Blueprint nodes and write directly in-editor simple function C++ code; without leading with Visual Studio (just one time installation) and complex C++ header declarations and function declaration, all managed by the blueprint editor.
Wait, I made my research first, I know we currently can create custom nodes and classes and is actually very handy (for C++ programmers). Also I know there is an experimental Code Editor plugin. This facts just prove me that what I'm suggesting is theoretically possible. Just need to know if more people and Epic staff thinks this will be useful for all.
Currently the easiest way I found to create a simple math function or loop in C++ and expose the node for blueprint was making an awesome Blueprint Function Library (was super-cool).
But I spent big time figuring out how to correctly declare the functions and parameters in the header file.
Imaging all this declaration part and source files generation could occur under the hood.
- You declare a Blueprint function using the editor as commonly you do; creating inputs and outputs parameters.
- You set that this function will be implemented with C++ code instead of nodes. Automatically UEditor will create all necessary declaration for you as a Blueprint Function Library or similar source files but you don't have to deal with it. You stay in the editor all time.
- Now you have a node with a Text field that you can edit the body of the C++ function.
- When you click compile this node, UE send the updates to C++ compiler in some obscure place you don't care about.
- And ready, your node is working with all the advantages of speed and optimization of native code.
What do you think?
Well, sorry if you think this is non-sense, I'm not C++ programmer, just a designer with some Object Pascal background and loving UE4 too much

Regards.
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