Blender Game Logic Nodes (UPBGE-Compatible)

Yeah, he needs to actually program :slight_smile:
Sorry for the dig, but I feel like it needs to be said :neutral_face:

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the only thing you can program :wink:

own['fps'] = 60

@Daedalus_MDW ; just a suggestion

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Haha. Now I really know your not on Blender Discord (O_O)

If your not up on the latest events, that’s not my problem.

Hope you have Happy Blending :slight_smile:

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blender’s community >>>>>>>>>>>>>>>>>>>>>>>>>> other software’s community

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Uh, thanks?

Update: A new Object selection is now available:


I haven’t gotten around to testing this with all nodes, so if there’s any problem, feel free to report it :+1:
I also added Light Nodes, but as far as I can tell, UPBGE doesn’t update light data while in game yet, so as of now, they don’t do squat :thinking:


is this in 2.8?

@BluePrintRandom Yes.

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Alrighty, making some progress!
Game Properties are now available from within the Node Editor! :call_me_hand:


Currently working on a stable setup, so new versions shouldn’t break old logic setups after 0.3.5 :thinking:


WTF u talkin about are we already at UPBGE 0.3.5 :scream:


thats the version of this addon

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Thanks for the updates, i’ts working great.

Ohhh i see


New Update! :smiley:

  • Added Controller Support and reworked the way Vectors are used.
  • Game Object Properties now show up on the properties panel under “Item” in the Node Editor as well as the 3D View.
  • Added and improved a bit of the math

Still going for a solid State, currently reworking the way Sound is played via Nodes :+1:

Whoopsi - just noticed that I missed the triggers (R2 / L2) on controllers, they’ll be coming though

EDIT: Triggers done :call_me_hand:


every time i start the game in the embedded player, this property: image
decides to delete itself and it causes the nodes to stop working, and i have to uncheck and recheck the “use at startup” tick box for the node tree, could you probably help me with or fix this?

this is the issue mentioned in the original post
the UPBGE performs an “Undo” when exiting the engine which causes this to happen. same goes for baking indirect lighting -> also gets reverted
Workaround is to just perform ANY action after applying the tree (like moving or adding something) so the undo doesn’t affect the logic tree setup :+1:

It’s sort of wacky but currently it’s not priority to tackle this issue