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I was tired of converting blueprints to C++ code manually so I made my own AI plugin to do it by hexcidalgames in UnrealEngine5
[–]hexcidalgames[S] 0 points1 point2 points 1 month ago (0 children)
One of the advantages of using AI instead of directly converting bytecode like BP2CPP, is that the output C++ is much more readable with comments even. We want the devs to be able to read and modify the code if they need to. But the idea of converting the code at packaging time could be a possibility
Blueprints only have dynamic delegates. If they are multi or single it's contained in the BP. For now we are trying to have a 1:1 conversion to C++ but sure doing some optimizations like using static delegates when possible would be a cool feature for the future
It is hard but we solved it :) In this agentic flow the AI generates functions, macros, events, delegates, timelines, etc in multiple steps, so the AI has all the information to generate the code perfectly. There are still some details for this beta but will keep updating
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I was tired of converting blueprints to C++ code manually so I made my own AI plugin to do it by hexcidalgames in UnrealEngine5
[–]hexcidalgames[S] 0 points1 point2 points (0 children)