Home - HiIAmMoot/RuntimeBPs GitHub Wiki

This Wiki will get you started with adding your own variable types and functions.

Features

  • Functions exposed from C++
    • Latent functions
    • For Loops
    • Some common BP macros like FlipFlop & Sequence
    • Casts and support for inheritance (Can connect a child output to an input which wants a parent class)
  • An extendable list of variable types
  • Variables at runtime
    • Common variables like bool, int.
    • Structs like FVector, FTransform
    • Created object types like UObject, AActor
    • Asset files like UClass* & UStaticMesh*
    • Wildcards
  • Support for arrays for both variables and functions
  • Custom functions with local variables
  • UEnum interpretation for C++ functions
  • A basic editor based on the UE4 Blueprint editor
  • Infinite loop checks
  • Multithreading, enabled by default
  • Saving & loading through Json
  • A Python script allowing you to mass convert functions from existing function libraries to Runtime Blueprints function
  • An example using a scriptable, throwable grenade.

Things to note

  • TLongUnion.h is generated based on Union.h in your engine source folder. You must have source files installed to generate this file.
  • Instead of click, hold & drag for the connecting of nodes, you must click both input and output pins once in order to connect.
  • A lot of code is pretty hacky. If you have some cleanup solutions and/or improvements, feel free to fork and make a PR.
  • IntVector4D was added to make it a UStruct.
  • Strings are not stored inside the union but are their separate variable, this because strings don't mix well with TUnion.
  • Check out ExampleNodes.cpp & ExampleNodes.h