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Custom Blueprint Nodes#

How To Guide#

https://sandordaemen.nl/blog/unreal-engine-4-how-to-create-k2-nodes/

Notes#

The key thing you'll need to understand is that a blueprint clones its graph and mutates it as part of the compilation process, that is when your expand node logic will run. There are two tools that I use when writing a new blueprint node:

Blueprint Editor->File->Developer->Save Intermediate Build Products - this enables you to inspect the result of the expanded graph

The clipboard - use ctrl+c and paste into a text editor to view the complete state of a node, this will give you an idea of how you need to set up your intermediate nodes

Reference https://udn.unrealengine.com/questions/500542/custom-bp-node-development.html

Hiding Blueprint Functions From Editor#

INI
[BlueprintEditor.Menu]
+BlueprintHiddenFields="/Script/Engine.PlayerController:ClientPlayCameraShake"

Reference From https://udn.unrealengine.com/questions/409862/gameplaystatics-and-custom-damageevents.html