Performant network graphs in UE4
I am going to develop network graph tool for VR based on UE.
This tool is something like Gephi + Maltego -- it should give good visualizations also allowing selecting nodes/edges and performing through context menu some operations on them like collapsing/expanding nodes.
So, the problem is that I don't know how to implement graphs in UE efficiently. First of all, I suppose Blueprints aren't enough for this, C++ is needed with some properties and etc for editor.
As far as I know, the best way is to create mesh model: solid lines for edges and spheres or turned to camera sprites for vertices. After operations like collapsing nodes I should "hide" part of graph and remove it physically from the models. Is this performant enough? What are good ways to implement this in UE?
Also, how should I organize UI? Should I place some Unreal UI elements between camera and node? Or can I somehow detect that mouse/VR pointer is pointing to some node? How can it be done in UE?
Example of 3d graph
Screenshot from 2d tool Maltego
Example of context menu
asked Feb 28 '17 at 11:29 AM in C++ Programming
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