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5.1, 5.2 и 5.3
Трейлер / Trailer:
Универсальный редактор и средство просмотра runtime node graph для Unreal Engine. Поддерживает версии 5.1, 5.2 и 5.3.
Технические детали / Technical Details:
Modules:
Engine Plugin Dependencies:
Demo Project:
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Трейлер / Trailer:
Универсальный редактор и средство просмотра runtime node graph для Unreal Engine. Поддерживает версии 5.1, 5.2 и 5.3.
Технические детали / Technical Details:
Modules:
- Heart - The core of HeartGraph. Defines the core types used to build a graph:
UHeartGraph
,UHeartGraphNode
, andUHeartGraphSchema
, as well as a registry subsystem that ties them together. - Blood - What flows through a heart? Blood, of course. Blood is the data shuttler for heart graphs, a variant data type system, designed for interoperability with FProperties, as well as quick, efficient access from both c++ and BP.
- HeartCore - Underlying math utilities, and generic UI classes that aren't specifically for HeartGraph, but kept here to avoid dependencies on another plugin. At some point, I might move some or all of this to a seperate plugin if it becomes too much. HeartCore implements a custom system for managing UI input, inspired mostly by UE's new EnhancedInput, that centralizes input definition into a single asset,
UHeartWidgetInputBindingAsset
, that functions much like an InputMappingContext. Currently this system requires some c++ boilerplate to add it to custom widget types, but is implemented out-of-the-box for any HeartGraph widget. - HeartCanvas - A toolset for displaying and editing a
UHeartGraph
using entirely UMG widgets. Essentially meant to replicate unreal's nativeUEdGraph
editor, except with far more customization, to tailor the graph's appearance and behavior to the needs of the project. - HeartScene - An alternative visualization method using scene components, allowing for full 3D graph visualizers.
- HeartEditor - A (currently WIP) asset authoring tool for Heart graphs using Unreal's native UEdGraph toolset. Such a workflow allows for creating a graph inside the Unreal Engine Editor, and viewing it using HeartCanvas at runtime (such as a perk tree).
- HeartNet - A (currently WIP) addition to Heart that enables replication support of a HeartGraph.
Engine Plugin Dependencies:
- AssetSearch - I want to implement an asset search feature similar to Flow Graph's implementation. Not implemented yet...
- EngineAssetDefinitions - Core engine module that is a plugin for some reason.
- GameplayTagsEditor - A "plugin dependency" by a technicality. I don't know why the main module is part of core engine, but this module isn't. Anyway.
- StructUtils -
FInstancedStruct
is used for implementing FBloodValue.
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Demo Project:
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