Schyso
(Schyso)
June 20, 2025, 6:44am
245
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.
fpwong
(fpwong)
June 22, 2025, 3:05am
246
Hi @Schyso , yes you can find the setting called Parameter Style
in the Welcome screenâs customize tab or in Editor Preferences. You want to change this to the Left-side.
merkaba48
(merkaba48)
July 4, 2025, 9:49am
247
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 âLiteral Stringâ 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.
Iâve 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 â4.3.2â.
fpwong
(fpwong)
July 7, 2025, 6:39am
248
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
1 Like
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]
UnrealEditor_Slate
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
Also is it normal for it to point to the D:\ drive? i donât have one with that letter
fpwong
(fpwong)
July 28, 2025, 1:09pm
250
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:
opened 10:03AM - 17 Jul 25 UTC
closed 10:02AM - 20 Jul 25 UTC
Hello, I'm experiencing a reproducible editor crash when using the Blueprint â â â ⌠ist plugin.
The editor crashes 100% of the time when I attempt to format a specific Blueprint asset (e.g., on compile, save, or using the format hotkey). This issue appears to be isolated to this single Blueprint file, as formatting works correctly on all other Blueprints in the project.
I have tried to investigate the problematic Blueprint, but due to its complexity, I have not yet been able to isolate the specific node or group of nodes causing the crash. Therefore, I am currently unable to provide a minimal project that reproduces the issue.
Crash Log
>
> Assertion failed: IsValid() [File:D:\RocketSync\5.5.0-37670630+++UE5+Release-5.5\Working\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 1082]
>
> 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]
> UnrealEditor_Slate!FSlateApplication::FinishedInputThisFrame() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:1457]
> UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5866]
> UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
> UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:123]
> UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:277]
> UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:317]
> UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
> kernel32
> ntdll
<img width="1575" height="680" alt="Image" src="https://github.com/user-attachments/assets/55df71a0-b4f4-42f0-8dae-69401d29d5d7" />
I have managed to narrow down the potential cause of the crash. The issue seems to be related to a custom function node that I created in a Blueprint Function Library.
In the attached screenshot, the yellow-highlighted node is the custom function from my library.
Here are my findings:
- If I disconnect this custom function node from the execution and data pins, formatting the Blueprint no longer causes a crash.
- If I disconnect the entire section of logic shown in the screenshot from the rest of the graph, formatting also does not cause a crash.
- The crash only occurs when this entire section is fully wired into the main graph as intended.
This logic was created a long time ago, and I have used the formatting feature on it successfully in the past without any issues. This might suggest a potential regression.
I hope this additional information helps in pinpointing the problem.
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 itâs related to the way you have setup your build environment (perhaps UnrealGameSync?). I havenât looked into this area myself so I canât really help you out here.
merkaba48
(merkaba48)
August 4, 2025, 1:20pm
251
Great response time @fpwong (unlike myself), thank you!
3dvitagame
(3dvitagame)
August 19, 2025, 7:27am
252
Why the â â â â is the engine shutting down when using your plugin?
UE 5.5.
fpwong
(fpwong)
August 20, 2025, 3:00am
253
Thank you for your very helpful bug report
I replied to your email, send me more details about the bug and Iâll try to fix whatever issue youâre having
Louspirit
(Louspirit)
August 26, 2025, 2:52pm
254
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]
UnrealEditor_Slate
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
Have a nice day
fpwong
(fpwong)
August 28, 2025, 5:56am
255
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 Iâll push this hotfix.
Hello, when I connect a new node, the original nodes automatically huddle together and rearrange themselves. However, I donât really like this. How can I keep them in place or turn off the auto-arrangement function, so that I can press âFâ to arrange the nodes myself only when I need to?
fpwong
(fpwong)
September 1, 2025, 4:16am
257
Hi @yangsixiang , in Editor Preferences search for Globally disable auto formatting
More info in the âDisable Auto Formatting"
section
1 Like
fpwong
(fpwong)
September 2, 2025, 2:13am
258
@Louspirit Fixed in 4.4.9
unit187
(unit187)
September 4, 2025, 8:26am
259
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 doesnât appear.
Unreal 5.6.1, Windows 11.
fpwong
(fpwong)
September 5, 2025, 3:21am
260
Hi @unit187 I canât 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 âdirtyâ 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.
unit187
(unit187)
September 5, 2025, 7:29am
261
I see, thanks for the explanation. Truly unfortunate it is happening. Not a dealbreaker, but slightly annoying.