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Custom Kismet Node System that enables C++ code to be written on Blueprint Graphs

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EpicMegaGrant

MAGIC NODE PLUGIN -- UNREAL ENGINE 4

I've put together a system which I call "Magic Node" where we can write some C++ functions in-place on any Blueprint Graph and that node will "morph" to match the input and output parameters of the function you wrote within the node itself. Sometimes it's simply faster to type a few lines of code instead of dealing with wire spaghetti!

With this I hope, with time, Blueprint developers have a first contact with C++ code and slowly become comfortable moving to Visual Studio workflow later on, if wanted:

Node Example

More Info: [Quick Guide]: https://brunoxavierleite.wordpress.com/2019/01/16/unreal-magic-nodes-programming/


THE MIT LICENSE

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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