[Feature Request] Generating custom blueprint nodes from other nodes

Hi all,

I don’t know if this request already exists or perhaps the possibility, however it would be great if there would exist a capability to create a blueprint node from a set of existing nodes (without using C++). The new node would be something like a container of the set of nodes with the input/output pins. It would than be accessible anywhere else in the project. Also the newly created node should be stored as an individual file inside of a project.

The purpose for this is primarily the usage of versioning control system like GIT. This way, a single person could create a feature/logic/something else and it wouldn’t conflict with an existing blueprint that someone else is modifying at the same time (lets say more people are modifying the character blueprint and are working on separate abilities for it). Because the blueprint files are in binary format, GIT doesn’t handle them very well.

This is the problem I’m currently experiencing with my university project where sometimes up to 3 people are modifying the same blueprint. Having a independent piece of blueprint encapsulated in a custom node would greatly improve the workflow. It would also allow a simple reuse of the logic in that block throughout the project.

Thanks,
Bojan

Unreal Engine 4 has Macros and Macro libraries which are similar to this, there is also Function Libraries as well but those dont allow multiple execution flow outputs like macros do.

This allows you to modify functionality of a macro library without touching the class which pulls those macros in, you do have to consider the implications of editing something at that level though just like with C++.

Thank you MonsOlympus.

It looks like the Macros do what I needed.