~/talk

Using Plugins to Share Code Among Several UE4 Projects

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Cyanide packages shared game code and assets into a single CyaTools plugin that holds both runtime and editor modules so multiple UE4 projects reuse the same systems instead of copy‑pasting ShooterGame. The plugin supplies a Mission Flow System (level‑placed nodes, markers, debug commands), a Dialogue System (JSON import, lip sync, callbacks), a Blueprint‑driven save/load, static delegate interfaces for loose coupling, a body‑part mesh merger, 3D navigation aids and auto NavLink generation, and a custom game template for quick prototypes.

AI-written summary · about

  1. 0:00Introduction to Cyanide
  2. 1:09Game production pipeline
  3. 3:08Improving the old workflow
  4. 4:40Introduction to plugins
  5. 7:17Creating the cyanide plugin
  6. 9:24Plugin features and template
  7. 12:18Mission and dialogue tools
  8. 14:54Shared components and features
  9. 17:10Technical architecture
  10. 19:06Mission flow deep dive
  11. 20:52Workflow demonstration
  12. 25:12Persistence and styling
  13. 26:38Future developments
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