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Participant
November 24, 2022
Released

Reroute Nodes

  • November 24, 2022
  • 6 replies
  • 2511 views

Similar to a new feature introduced in Unreal Engine 5's material graphs, reroute nodes that lets you plug an input into a node, and then grab that as an output elsewhere in the graph without the need to have tons of connecting lines going all over the place.


So instead of this:

You'd get something like this:

 

Obviously it's a limited example, but it'll let you produce much more readable and clean graphs, and can help with optimisation as you could grab and use a single noise rather than reusing a new Clouds generator each and every time, while keeping everything tidy and organised. Bonus points if the nodes were visually distinct, and maybe didn't have the thumbnail to save computation time, as all the nodes need to do is point to where data should go like a connector.

6 replies

Nicolas3D
Community Manager
Community Manager
August 24, 2023

Portal node feature in the 13.0 version

Participant
July 29, 2023

Hi,

 

Is the feature added the Portal Node?

Thank you very much!

Participant
June 13, 2023

Feature got added in latest version 🙂

Participant
December 26, 2022

+1 = i agree. Really would be useful.
just for info. The reroutes "events/nodes" are available since UE4 4.27 😉

davescm
Community Expert
Community Expert
December 7, 2022

@Kyle27474758wng0  I've merged your idea with an existing idea. That way more people can comment and vote

Dave

Participant
December 7, 2022

My number one feature request for SD is the addition of some form of invisible rerouting. Unreal recently added "named reroutes", and ASE in Unity calls them "local variables". these are nodes that declares a stored version of whatever their input is, which is then accessible wherever you want to call it. This helps a ton with reducing node spaghetti, but also I find being able to work modularly in discrete chunks liberates creativity and overhead when dealing with complex graphs.