I wonder what difference is there between your system and standard blueprint Macros?
Quite a few actually, here is a non-exhaustive list:
- Macros cannot contain custom events, my biggest usage of this plugin was wrapping a bunch of bindings/delegates into tasks (e.g.
WaitForSomethingToBeReady ) where internally I bind on some event and fire off execution when I get the callbacks
- Macros are terrible to debug, you cannot put breakpoints inside
- Latent macros don't tell you if they are running or not
- BTF nodes are fully customizable, from simple color change & runtime status bubbles over them to full blown state override
- You can create BTF nodes that are restricted to certain classes/graphs
- Custom editor-time validation
- Standard way to clean-up/deactivate any ongoing latent BTF nodes when X happens (e.g. actor destruction or in response to some custom event)
- Similar to Actor Palette, BTF has its own window that lists all available tasks by category
- BTF has a unique feature where it can generate output pins dynamically based on its data
I have attached 2 example images of what some people have done with BTF and how much they have customized it 🙂