A generic runtime node graph editor and viewer for Unreal Engine. Supports versions 5.3 and 5.4, with legacy branch for 5.2 with a limited feature set. Compiles on Windows and macOS.
The core of HeartGraph. Defines the core types used to build a graph: UHeartGraph
, UHeartGraphNode
, and UHeartGraphSchema
, as well as a registry subsystem that ties them together.
What flows through a heart? Blood, of course. Blood is the data shuttler for heart graphs, a variant data type system, designed for interoperability with FProperties, as well as quick, efficient access from both c++ and BP.
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 separate 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, UHeartInputBindingAsset
, which 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.
An alternative visualization method using AActor
and UActorComponent
classes, allowing for full 3D graph visualizers.
An 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).
Adds a Json Serializer to the Flakes API from HeartCore
An addition to Heart that enables replication support of a HeartGraph.
I want to implement an asset search feature similar to Flow Graph's implementation. Not implemented yet...
Core engine module that is a plugin for some reason.
This is only used by the SceneModule to link input, but I may add support for InputActions to Canvas later.
A "plugin dependency" by a technicality. I don't know why the main module is part of the core engine, but this module isn't. Anyway.
FInstancedStruct
is used for implementing FBloodValue.
HeartCanvas specifically doesn't use CommonUI, as its 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/HeartDemoProject / https://github.com/Drakynfly/HeartDemoContent
Discord: (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. - olvb's nodesoup: Adapted for my own uses.
- Sythenz's AssetEditorTemplate: Adapted for my own uses.