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Question Extendable Visual Scripting

Discussion in 'Visual Scripting' started by Telhurin, Apr 27, 2021.

  1. Telhurin


    Feb 8, 2015
    Hello! I’m a lead programmer working on a game with a rouge-like component. Currently, we have a system made for designers to make simple perks by creating/configuring custom scriptable objects in the editor. The architecture behind it does not matter that much but what's important is that designers are able to build simple behaviour from pre-programmed building blocks.

    (Scriptable Object like that can be dragged & dropped to some other place, representing ex. reward and utilized by the code)

    This approach works great for simple logic, but with more and more complex behaviour where the current state is involved and, dynamic conditions come into play, expressing behaviour can become tedious.
    We are looking for a Visual Scripting tool that would allow us to:
    • create assets, holding a piece of logic that can be dragged & dropped to other places
    • option to add our custom entry-points (called from main C# code) and use pre-programmed nodes
    • Keep everything AOT compiled in builds

    (Graph depicting this from the user (designer) perspective)

    Is there a way to customize Bolt (could not find much documentation on extending it) or any other available (even paid) Visual Scripting Tool asset to fit our needs? This feels more like a job for VS tools that generate code (like UE blueprints system or Bolt 2 [RIP]) and can be heavily pre-programmed. Thank you for your time and any help in advance! :D
  2. Kinth


    Mar 20, 2015
    The wording of the question is a little unclear, are you wanting to expose C# functions and variables so that they can be called via Visual Scripting? I.E in a similar fashion to how exposing C++ functions and vars in Unreal will create nodes that can be used in Blueprint