https://youtu.be/yq4Ssxnfm8Q?si=hNAk2HsKOX-Gvz68
The public version is delayed, I want to make sure that it translates all the BP templates correctly. There's a lot of small things to finish. In the meantime, catch the cube
#BP to Cpp Converter
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When do you plan on releasing this? Will this be paid or will it be free?
Hi.
It will be completely free.
I will most likely release something like an test version tomorrow on FAB, but keep in mind that it will be a very early version and there will likely be some bugs in the generated code. I just promised to release it in August, but I am clearly missing the deadline.
Thanks for the reply. Looking forward to it dropping on fab ๐
Bit of a follow up question - Is the code human readable or is a mess like the original BP Nativization tool?
Human readable
https://github.com/SoulofAO/BP-To-Cpp-Converter
Unfortunately, I was not allowed to publish the plugin in FAB because it is an unfinished work, and it is not allowed to publish plugins in the Fab (maybe I should have just removed the WARNING section). That's why I published it on GitHub. Good luck!
0.5.0 will be public on git tomorrow
Looking forward to it ๐
0.5.0. released it.
I've done a little less than I wanted, but I don't have the energy to refine it anymore.
The patchnote with the demonstration will be available little later.
From what I can quickly recall:
Added the ability to initialize and install your own module with your own name.
Added support for access modifiers.
The Preparation system has been introduced. Mainly for initializing Pure functions, but with the ability to pass an Out variable by pointer. I forgot about them when I released 0.4.0.
Amazingly, this restored the ability to convert UI, which I excluded from the list as an element that is not subject to conversion. Perhaps I will support convertation this later.
Added the ability to call Blueprint functions directly, for assets that are not subject to nativization. In testing mode for now.
Improved the unique name machine.
Slightly reduced technical debt - although the problem with constructors and their double declaration remains.
Fixed the problem with constructors of the simplest structures with non-standard text serialization - deserialization.
+5 supported nodes in the system. Timeline (in test mode), AIMoveTo, operations with enumerators, asynchronous asset loading, multidimensional Boolean operators. I hope I've finished with the nodes. I can't think of any other K2Node class that I would actively use in a standard Blueprint and add to the BP To CPP Converter system.
The graphical component of the project has been improved - the editor has acquired new features.
Adding support for automatic Bind Event for components in Blueprint.
Roadmile - Third Person Character conversion has been completed without errors.
From my plans for 0.0.6 -
I'm going to seriously rework the cache system for the final stage of converting.
The current system has problems with the initialization of newly created variables, in general, does not support minimal differences in names. Also make edits so that the very exposed Actor on the map does not break after conversion.