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Procedural visual scripting

If its possible ,how can blueprint nodes and widget designer entities be created by script?

There is lot of situations when you could save lot of time by filling these editors by scripted scheme..

Product Version: UE 4.20
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asked Oct 24 '18 at 11:34 AM in Using UE4

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ilias48rus
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If its possible ,how can blueprint nodes and widget designer entities be created by script?

Wrap native widgets as custom ones, extending existing functionality by what is desired. Use widget's PreConstruct to see it in the designer. Works well if you need to create grids or lists, or dynamic objects.

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answered Oct 24 '18 at 11:52 AM

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Everynone
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avatar image ilias48rus Oct 24 '18 at 02:04 PM

What is the commands to interact with designer? (if im understanding correctly you mean to use preConstruct as initing event (as construction script for blueprints), but the question is how to get anything added to the designer or blueprints editor)

avatar image Everynone Oct 24 '18 at 02:29 PM

Not sure if I follow.

Are you asking how to create brand new widget elements? Then you'll need to dig into Slate.

For simple wrapped User Widgets you create new ones in the Content Browser and they're available in the Designer immediately:

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avatar image ilias48rus Oct 24 '18 at 03:55 PM

The whole thread is about adding them to designer 'procedurally' (that means by script for example (not manualy selecting in the pallete ui))

avatar image Everynone Oct 24 '18 at 04:00 PM

You spawn them in a loop, I don't see a problem here:

alt text

Give you this, note there's nothing in the hierarchy, all spawned dynamically:

alt text

Is this what you're after. If that's not it, consider adding more details, your expectations or, ideally, an example.

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avatar image ilias48rus Oct 24 '18 at 04:06 PM

addChildTo <- thats the last piece, thanks

and is it possible to port the results of preConstruct to get the widgets into the hierarchy for later editing in designer?

avatar image Everynone Oct 24 '18 at 05:26 PM

Ah, I now understand what're after. That'd be a useful feature in some cases but no, it's not in the engine. You could create a macro and expose some of the widet's settings to emulate this, thoght. But that's not what you really want.

avatar image ilias48rus Oct 24 '18 at 05:31 PM

this could be done directly by inputting data in designer by some c++ script i guess, if thats right ,what could be a way to get all relevant related classnames (for writing the script)?

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