StillCooking_Tools
A collection of small, reusable Unreal Engine tools — base classes, helpers, and routine operations.
Table of contents
StillCooking_Tools is a grab-bag of small, reusable Unreal Engine utilities — base classes, helpers and common operations that are useful across unrelated projects, kept in one place with one version instead of being copied from project to project.
It is deliberately not a framework: every entry stands on its own, so you can take one class or
one Blueprint node and ignore the rest. Nothing here depends on anything outside the engine.
Inside: USCTickableObject, a UObject that ticks every frame without being an Actor or a
Component; a console command registry whose commands have Blueprint bodies; four Flow nodes —
For Each Index With Delay, For Each Index Per Tick, Do For Duration and
Wait Until; and Print String Formatted, a Print String whose {Placeholders} become
pins. The C++ cores under the Flow nodes are usable directly.
Limits worth knowing up front
- A C++ project is required. The plugin is distributed as source and compiled together with your project, so a Blueprint-only project will not build it.
- Two entries are development-only. The console command registry compiles its registration
out of Shipping, and
Print String Formattedis compiled out of Shipping and Test builds. - The C++ layer under the Flow nodes is EXPERIMENTAL. The Blueprint nodes are stable; the
FSCFlow*classes under them may change shape without a major version bump. - Nothing replicates. No entry knows about the network.
- Game Thread only. Nothing in the plugin is thread-safe; calls from other threads are unsupported.
The whole list: Limits.
The plugin is free, distributed as C++ source on GitHub under the MIT license.
Requirements
- Engine
- Unreal Engine 5.7 – 5.8
- Platforms
- Win64
- Project
- C++ — the plugin compiles as part of your project
- Toolchain
- Visual Studio 2022 with the Game development with C++ workload
- Dependencies
- Core, CoreUObject, Engine (engine modules only)
Documentation map
Start here
Installation of a source-distributed plugin, the first node in a graph, and three checks that the build is good.
Concepts
Why the plugin is a set of independent entries, the shape every Flow node shares, the tickable object's ownership contract, what disappears in a packaged build, and the terms the other pages use.
Reference
How to read a card, the pins several cards share, and then every class and node with its parameters, defaults and return values; the C++ cores; the shared enums, delegates and console variables.
Advanced
Recipes that combine entries, driving the Flow cores from C++, and the plugin's limits.
Troubleshooting
Symptoms and their causes, the literal messages the plugin logs, and the diagnostic procedures.
Versions, support, and license
Compatibility, the update procedure, how to report an issue, and the MIT license.
