Blueprint Assist Plugin

Hi There and thanks for this great plugin !
I have a probably stupid question, but the autoformatting of input variables is not consistent with whas I usually do. For instance this is how the plugin do it:

And this is how I like it :

Are there by chance any settings to change it to behave this way ?

Thanks in advance.

Hi @Schyso, yes you can find the setting called Parameter Style in the Welcome screen’s customize tab or in Editor Preferences. You want to change this to the Left-side.

Hi, great plugin, however after upgrading to UE 5.5 I am finding that when trying to add a new line to a string or text input in a BP node, the field loses focus and I must click it again. E.g. make a ‘Literal String’ node, type some text in, hit Shift+Enter to add a new line to the string, and the field is no longer focused so further inputs are not sent to the text field.

I’ve disabled the BPAssist plugin in editor settings to confirm it is BPAssist causing this issue.

I have tried disabling ALL BPAssist options, and removing ALL BPAssist shortcuts, and the issue is still there, so this seems to be an unavoidable bug (at least with my setup). This is UE 5.5.4. The uplugin states it is version ‘4.3.2’.

Hi @merkaba48, thanks for letting me know. I was able to replicate this bug and have pushed a fix. Should be out in a few days (v4.4.6).

EDIT: Update is available now

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Hi, i started using the plugin but disabled the auto format and only using it with the shortcut pressing F. Because UE5.4.4 often crashes while formatting, this also happens via the shortcut, but at least i can be sure everything is saved before trying to format, is there any way to fix this? here is a log:

Assertion failed: IsValid() [File:D:\RocketSync\5.4.0-33043543+++UE5+Release-5.4\Working\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1113]

UnrealEditor_BlueprintAssist!FEdGraphFormatter::FormatParameterNodes() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistFormatters\EdGraphFormatter.cpp:2809]
UnrealEditor_BlueprintAssist!FEdGraphFormatter::FormatNode() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistFormatters\EdGraphFormatter.cpp:175]
UnrealEditor_BlueprintAssist!FBAGraphHandler::FormatNodes() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistGraphHandler.cpp:3467]
UnrealEditor_BlueprintAssist!FBAGraphHandler::UpdateNodesRequiringFormatting() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistGraphHandler.cpp:2725]
UnrealEditor_BlueprintAssist!FBAGraphHandler::Tick() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistGraphHandler.cpp:510]
UnrealEditor_BlueprintAssist!FBATabHandler::Tick() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistTabHandler.cpp:53]
UnrealEditor_BlueprintAssist!FBAInputProcessor::Tick() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistInputProcessor.cpp:101]
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Also is it normal for it to point to the D:\ drive? i don’t have one with that letter

Hi @Ghostly.xyz, sorry about the crashes. Looking at the logs this is the bug introduced in plugin version 4.4.5. See this github issue:

This has been fixed in the latest update (4.4.7). Please let me know if you still experience the crash after updating the plugin.


As for the D drive, I suspect it’s related to the way you have setup your build environment (perhaps UnrealGameSync?). I haven’t looked into this area myself so I can’t really help you out here.

Great response time @fpwong (unlike myself), thank you!

Why the ■■■■ is the engine shutting down when using your plugin?
UE 5.5.

Thank you for your very helpful bug report :roll_eyes:

I replied to your email, send me more details about the bug and I’ll try to fix whatever issue you’re having

Hello,

With the latest version in 5.5.4, I experience a crash when pressing F.

Here are the logs:


Assertion failed: Pair != nullptr [File:D:\RocketSync\5.5.0-37670630+++UE5+Release-5.5\Working\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 703] 



UnrealEditor_BlueprintAssist!FFormatterConnectionValidator::CheckChanged() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistFormatters\GraphFormatterTypes.cpp:576]
UnrealEditor_BlueprintAssist!FEdGraphFormatter::PostFormatting() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistFormatters\EdGraphFormatter.cpp:3250]
UnrealEditor_BlueprintAssist!FBAGraphHandler::FormatNodes() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistGraphHandler.cpp:3479]
UnrealEditor_BlueprintAssist!FBAGraphHandler::UpdateNodesRequiringFormatting() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistGraphHandler.cpp:2721]
UnrealEditor_BlueprintAssist!FBAGraphHandler::Tick() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistGraphHandler.cpp:491]
UnrealEditor_BlueprintAssist!FBATabHandler::Tick() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistTabHandler.cpp:53]
UnrealEditor_BlueprintAssist!FBAInputProcessor::Tick() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\BlueprintAssist\Source\BlueprintAssist\Private\BlueprintAssistInputProcessor.cpp:101]
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Have a nice day

Hi @Louspirit, do you happen to have a replicable case that triggers this? Looking at where it crashes, this is due to a check validating a major problem in the formatting code.

I have patched the crash but it would good to also fix the other problem too. If not let me know and I’ll push this hotfix.

Hello, when I connect a new node, the original nodes automatically huddle together and rearrange themselves. However, I don’t really like this. How can I keep them in place or turn off the auto-arrangement function, so that I can press “F” to arrange the nodes myself only when I need to?

Hi @yangsixiang, in Editor Preferences search for Globally disable auto formatting

More info in the “Disable Auto Formatting" section

1 Like

@Louspirit Fixed in 4.4.9

Hello, I have an issue when I add a node with autoformatting enabled, the editor window blinks. If I turn off the autoformatting or add a node without having another node selected, the issue doesn’t appear.

Unreal 5.6.1, Windows 11.

Hi @unit187 I can’t really fix this but an explanation as to why this happens.

The plugin needs to accurately save the node sizes before formatting. It does this by zooming in the viewport to 1:1 scale and jumping to each “dirty” node. This is terrible to look at for the user so I am display a snapshot of the graph on top while it is doing this.

Unfortunately the snapshot of the graph is not perfect so you see this blinking happen.

I see, thanks for the explanation. Truly unfortunate it is happening. Not a dealbreaker, but slightly annoying.