MothCocoon / FlowGraph

Design-agnostic node system for scripting game’s flow in Unreal Engine
https://discord.gg/Xmtr6GhbmW
MIT License
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[Feature] Usability Improvements #220

Open soraphis opened 1 month ago

soraphis commented 1 month ago

Just a list of ideas that would be helpful, since I don't know when I will have time for these, and I don't want to forget about it:

MaksymKapelianovych commented 1 month ago

Nice ideas, I am currently working on my quest system and came to a conclusion that it would be good to have collapsed graphs without creating separate asset for it, to keep things clean. Or do you mean exactly moving selected nodes to new FlowAsset? This would be nice to have too. And much easier to implement, I guess)

MaksymKapelianovych commented 1 month ago

And the second feature is already there for a long time, you just need to indicate which key will spawn which node, like in here https://github.com/MothCocoon/FlowSolo/blob/5.4/Config/DefaultEditorPerProjectUserSettings.ini

soraphis commented 1 month ago

Nice ideas, I am currently working on my quest system and came to a conclusion that it would be good to have collapsed graphs without creating separate asset for it, to keep things clean. Or do you mean exactly moving selected nodes to new FlowAsset? This would be nice to have too. And much easier to implement, I guess)

my idea was just a convenience feature to move things into a new FlowAsset and automatically have a "subgraph" node for it in the old graph.

but yeah, having "collapsed nodes" would obviously be also nice, but i also guess that this would be quite a bit more work

And the second feature is already there for a long time, you just need to indicate which key will spawn which node, like in here https://github.com/MothCocoon/FlowSolo/blob/5.4/Config/DefaultEditorPerProjectUserSettings.ini

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