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描述

Unleash Creativity at Runtime: In-Game Visual Blueprint Programming for UE5

Document:Custom Blueprint SystemEN and Chinese

Discoed:Discord

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Custom Blueprint Runtime 0.5.14 — Update Notes

This update moves the system from the previous Blueprint-based implementation to a C++ runtime plugin, while retaining Blueprint support for integration, custom nodes, and UI customization.

Core Architecture

  • Rebuilt graph management, execution, and multiplayer synchronization around a C++ runtime.

  • Separated node definitions from execution logic for easier extension and maintenance.

  • Added Data Asset–based node definitions and Blueprint-customizable node executors.

  • Introduced typed pin values and stable identifiers for graph elements.

Editor UI

  • Added independent graph, node creation, variable, function, and toolbar panels.

  • Panels can be arranged independently and styled to match your project.

  • Added searchable, categorized node creation menus.

  • Variable Get and Set entries are generated from the graph’s available variables.

  • Added a unified right-click context event that distinguishes the canvas, nodes, and pins.

  • Context menus can be opened explicitly through Blueprint, with callbacks when an action is selected.

  • Right-mouse dragging remains available for canvas navigation.

Variables and Functions

  • Added variable creation, listing, editing, deletion, and default-value controls.

  • Added explicit selection-to-function collapsing.

  • Added function lists and detail panels with editable input and output signatures.

  • Added function graph navigation with entry and return nodes.

  • Added a button to return to the event graph.

Execution and Debugging

  • Added a toolbar with Run, Stop, Save, and Load controls.

  • Construction and Begin Play events execute when a run session starts; Tick events execute at a configurable interval.

  • Stop ends the run session and restores the pre-run variable snapshot.

  • Reworked connection visualization to use actual execution activity rather than animate every connection.

  • Added execution limits to help prevent runaway graphs.

Note: Stop does not automatically undo external side effects, such as actors spawned or world objects modified by custom nodes.

Multiplayer Collaboration

  • Added server-authoritative graph editing and execution.

  • Added synchronization for nodes, connections, variables, and function definitions.

  • Added collaboration indicators for selection, movement, connection editing, and variable editing.

  • Added a player-profile function for customizing display names, colors, and avatars.

  • Improved request routing when the shared graph actor is not owned by the editing player.

Save and Load

  • Added save-slot controls for saving and loading graph data.

  • Saved data includes graph structure, variables, and function definitions.

  • Loading is now available directly from the toolbar.

Migration note: Saves from the previous Blueprint implementation are not directly interchangeable with the new format and require conversion.

Compatibility and Distribution

  • Prepared version-specific Windows packages for Unreal Engine 5.3–5.7.

  • Added engine-version compatibility adjustments.

  • Added copyright and product information to source files.

  • Excluded project-specific demonstration assets from the release packages.

Built-in content may differ between engine-version packages. Build and asset-loading checks do not replace full project-level runtime testing.

Introduction:

This innovative plugin introduces a groundbreaking feature to Unreal Engine 5: Runtime Blueprint Programming. It empowers developers and players alike to create, modify, and execute logic in real-time, directly within the game environment, using a familiar visual node-based interface.

Key Features:

  • Real-Time, In-Game Scripting:​ Modify game logic on the fly without restarting the editor or the game. Players can approach an interactive object, press a key, and bring up the programming panel instantly.

  • Intuitive Visual Interface:​ Utilizing a node-connection workflow very similar to standard UE Blueprints, the system is easy to learn for anyone with blueprint experience. Drag, drop, connect nodes, and create variables with ease.

  • Highly Extensible & Customizable:​ Developers can effortlessly define their own node types and variable types, tailoring the system for specific gameplay mechanics—from simple puzzles to complex player-driven systems.

  • Powerful Execution Control:​ Supports standard sequential execution, pin-based flow control, and even includes multi-threading options for handling complex logic.

  • Demo Included:​ A complete demo map and sample character are provided for quick understanding and integration into your own projects.

Ideal for:

  • Gameplay Editors:​ Allow players to design their own abilities, traps, or game modes within your game.

  • Education & Simulation:​ Perfect for teaching programming concepts or building logic for simulations with immediate visual feedback.

  • Rapid Prototyping:​ Iterate and tweak gameplay logic quickly during testing phases without the need for repackaging.

Conclusion:

This system brings the power of UE's Blueprint editor directly into the runtime, opening new doors for interactive experiences, user-generated content, and rapid development. Explore the demo today and unlock endless creative potential for yourself and your players.

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