A generic runtime node graph editor and viewer for Unreal Engine 5.1.
The core of HeartGraph. Defines the core types used to build a graph: UHeartGraph
, UHeartGraphNode
, and UHeartGraphPin
, as well as a registry subsystem that ties them together.
Underlying math utilities, and generic UI classes that aren't specifically for HeartGraph, but kept here to avoid dependencies on another plugin. At some point, I might move some or all of this to a seperate plugin if it becomes too much.
HeartCore implements a custom system for managing UI input, inspired mostly by UE's new EnhancedInput, that centralizes input definition into a single asset, UHeartWidgetInputBindingAsset
, that functions much like an InputMappingContext.
Currently this system requires some c++ boilerplate to add it to custom widget types, but is implemented out-of-the-box for any HeartGraph widget.
A toolset for displaying and editing a UHeartGraph
using entirely UMG widgets. Essentially meant to replicate unreal's native UEdGraph
editor, except with far more customization, to tailor the graph's appearance and behavior to the needs of the project.
A (currently WIP) asset authoring tool for Heart graphs using Unreal's native UEdGraph toolset. Such a workflow allows for creating a graph inside the Unreal Engine Editor, and viewing it using HeartCanvas at runtime (such as a perk tree).
FInstancedStruct
is currently used for defining Pin Types. This may not always be the case, pending a possible refactor of Pin Type declaration.
I want to implement an asset search feature similar to Flow Graph's implementation.
I'm sure I'll need them at some point, I always do.
HeartCanvas specifically doesn't use CommonUI, as it's methods for defining UI input are not to my liking. However, using most CommonUI components for building Canvas widgets still works.
Docs: https://heart-1.gitbook.io/heart-plugin/
Demo Project: https://github.com/Drakynfly/HeartGraphDemo
Discord: https://discord.gg/AAk9yNwKk8 (Drakynfly's Plugins)
- MothDocter's FlowGraph: Both literally and figuratively. Breaking apart and learning about the graphs in Flow is what started my interest in runtime graphs. But also, I stole a lot of the editor code to make Heart's Editor module.
- Red Blob Games - Hexagonal Grids: I followed this guide for making the
Heart::Hex
namespace.