Blueprint Assist Plugin

Updated to latest release on Unreal Engine 5.6.1. Every time I close and then open again UE it says crashes related to blueprint assist were reported and if I’d like to send them. I’ve had to disable the plugin for now. Seams to be causing some sort of crashing on close or on open. I’ve tried resetting editor settings as a test, but still does it so reverted my editor configuration back.

Below is the error saved in the crash file.

Assertion failed: false [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp] [Line: 3206] FName's 1023 max length exceeded. Got 6380 characters excluding null-terminator: K2Node_CallFunction_31'" FunctionReference=(MemberParent="/Script/CoreUObject.Class'/Script/TraceAttacks.TraceAttack'",MemberName="GetTraceStartEdge") NodePosX=-164 NodePosY=640 NodeGuid=336B6E504F988226300621BDEF07DB25 CustomProperties Pin (PinId=5A26A94B4B1F9DED947B3B8ED34883C4,PinName="execute",PinToolTip="\nExec",PinType.PinCategory="exec",PinType.PinSubCategory="",PinType.PinSubCategoryObject=None,PinType.PinSubCategoryMemberReference=(),PinType.PinValueType=(),PinType.ContainerType=None,PinType.bIsReference=False,PinType.bIsConst=False,PinType.bIsWeakPointer=False,PinType.bIsUObjectWrapper=False,PinType.bSerializeAsSinglePrecisionFloat=False,LinkedTo=(K2Node_CustomEvent_0 AD66CB7F483747C1A904B0BF1CD25F68,),PersistentGuid=00000000000000000000000000000000,bHidden=False,bNotConnectable=False,bDefaultValueIsReadOnly=False,bDefaultValueIsIgnored=False,bAdvancedView=False,bOrphanedPin=False,) CustomProperties Pin (PinId=F96402BA48ED486838680781261C09A9,PinName="then",PinToolTip="\nExec

The node it’s erroring on is my own custom node. Seams to be hitting some kind of length limit? My node works fine and this worked fine prior to updating to latest release of the plugin.

Below is the callstack.

UnrealEditor_Core UnrealEditor_Core UnrealEditor_Core UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_BlueprintAssist!FBAUtils::TrySetDefaultPinValuesFromString() [BlueprintAssist/Private/BlueprintAssistUtils.cpp:3768]
UnrealEditor_BlueprintAssist!FBAInputProcessorState::TryCopyPastePinValue() [BlueprintAssist/Private/BlueprintAssistMisc/BlueprintAssistInputProcessorState.cpp:84]
UnrealEditor_BlueprintAssist!FBAInputProcessorState::OnKeyOrMouseDown() [BlueprintAssist/Private/BlueprintAssistMisc/BlueprintAssistInputProcessorState.cpp:19]
UnrealEditor_BlueprintAssist!FBAInputProcessor::OnKeyOrMouseDown() [BlueprintAssist/Private/BlueprintAssistInputProcessor.cpp:637]
UnrealEditor_BlueprintAssist!FBAInputProcessor::HandleMouseButtonDownEvent() [BlueprintAssist/Private/BlueprintAssistInputProcessor.cpp:382]
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Hi @Krileon, very sorry about this.

Just to make sure we are on the same page:

  • The editor is crashing upon launch
  • The crash file and crash log you posted is here is from Project/Saved/Crashes
  • But this crash file is not necessarily the log for the editor launch crash?

As a workaround, can you try to temporarily remove all files located in Project/Saved/Crashesand see if this avoids the crash?

I will try to push a hotfix for this asap.

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The editor isn’t crashing it just keeps complaining about the plugin crashing and then the plugin stops working, which I’m guessing UE disables it due to having a crash file.

Correct.

I’ve no idea. I think it doesn’t like that node as the crash file appears again if I open something with that node.

That seams to work as long as I avoid formatting anything with a node that has a lot of pins like my AttackTrace node.

Ahh that notification is from Blueprint Assist. It is simply the plugin asking you to send the crash report to me. If you click yes and send a crash report it will mark all previous crash reports as sent and won’t ask you again until the next crash.

Alternatively you can select “Never” and it will never ask you to send crash reports.

image

However I am not sure why this notification would cause the plugin to stop working.
Does this issue go away if you select “Never”? (You can reenable it later if you want by searching for Crash Reporting Method in Editor Pref)

Also I have fixed the max length issue, update should be out soon.

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Those buttons wouldn’t work. So I’ve no idea. I went into settings and completely turned off the node debug reports and deleted the crash folder for the plugin. I also deleted my cache for the plugin. Everything seams fine so far. Sorry, all I had to go on is the crash report above. I’ve no idea what caused the plugin to stop working exactly, but it’s fine now.

Hmm perhaps the notification is being pushed too early in the engine startup sequence. Though I wonder why the buttons function correctly on my end.

After testing it out, showing the notification later seems to fix some inconsistency with the engine’s “Restore previously closed assets” notification. Hopefully this fixes the issue.

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Hello everyone, hi fpwong,

I have an issue I kept running into in the past and would like to ask some support or tips regarding this.

My issue is that when I format the blueprint, the nodes coming of a Sequence node don’t keep their positions vertically, and it - for me - makes the readability more difficult. So, for example, after formatting, the nodes from “Then 1” come above the nodes from “Then 0” and by looking at it first it makes the reader confused. Let me show you in an example I made:

This is more or less what I would expect as an output, but after pressing “F” on any of the nodes, I get the following result:

So as you see, the nodes I put out from “Then 0” come bellow “Then 1”. What is even worse, then the algorythm rewires nodes coming from the For Each Loop of “Then 1” to go from above to below of the nodes from “Then 0”, making it even more complex to read.

I am unsure if this behaviour is related to the Sequence node, or the For Each Loop, or if there are any other nodes involved. I tried to look through all the settings in Editor Preferences and even tweak some of them, especially the paddings but none of them helped me. I also tried to read through carefully all the comments in this forum thread but seemingly no other people had this similar issue.

So, is there any way to “fix” it (configure to my “taste”), or to have any workaround for it?

By the way, I really love the plugin and it helps me a lot!

Thank you for your help in advance!

Hi @W-cheyy , I replicated a similar case and do not have the same issue. Tested on plugin version 4.5.2, UE5.6 (however the formatting algorithm hasn’t changed for quite a few versions).

Firstly can you try refreshing the node sizes. You can do this by selecting all the nodes in the function and pressing CTRL + SHIFT + R.

Next please try resetting your formatting settings completely.

In the top toolbar Tools > BA Setting Changes you will find this window.

Here you can reset all your formatting settings and test if the formatting is fixed (you can Undo with CTRL+Z after pressing reset if the setting is unrelated to the problem).

Please let me know if the problem still persists after trying this out.

Hi @fpwong,

Thank you so much for your quick response, test and help!

Unfortunately, none of the above suggestions helped me.

First I did CTRL + SHIFT + R while all the nodes being selected in the test BP method, after it pressing F again did no change. So then I opend the BA Settings Changes, and in there I pressed Reset on all elements, and yes I went through all tabs in the left too. After it, although some changes happenned but the main issue did not get fixed. I even restarted the engine but all remained the same. After resetting everything I get this result:

(Of course it is mostly different because now it is resetted back to Helix style formatting.)

And, for the record, what you showed result image, yes that is exactly I am aiming for! And I am using the latest UE5.6.1 (from the Launcher, not built from source), and I checked and the plugin version at me is 4.5.2 as well.

So, thank you again but these suggestions did not help; could you think of anything else that can solve the issue at me?

One mor thing I am thinking of is, I use the plugin for 8 months, could it be that there is some very old configuration setting got stuck somewhere? But maybe I am on the wrong track here.

Thank you again for your further help in advance!

Hmm that is odd. I believe it’s something to do with the order the pins. They are meant to be sorted by height and but here it seems to be reversed?

Could you try to recreate the sequence node and for each node on the graph and see if this helps? Just in case the pin position is being somehow cached elsewhere.

If that still doesn’t work could you paste the nodes into https://blueprintue.com/ and share the link. I’ll check if this allows me to replicate the bug on my side.

Hi @fpwong ,

Thank you for the response again. I tried to delete and recreate both the sequence and for each nodes but it didn’t help. Although I have two new information for you:

  1. My smaller finding is, when I removed the Return node from the Completed node of the for each loop node, the formatting worked as intended. Also, if I put the return node to the sequence node to a new, “Then 2” output, it got wronged again.
  2. My larger finding is: this faulty behavior is happenning in an Editor Utility Widget. I have this BP code in an EUW and made my screenshots in it too. As a list idea I tried to create this code in a normal Blueprint and voilá, the formatting works perfectly. So it has to do sth with the EUW.

I tried to find and alter the settings of BPAssist related to EUW but didn’t seem to find what to set, if there is anything. And let me apologise for not sharing this information before, that the BP is in an Editor Utility Widget, it’s my bad, I didn’t know it will make a difference.

Can you maybe help me further, regarding the new information I could share?

Again, thank you in advance!

Thanks for the details, I was able to replicate the formatting case but only by forcing it to occur :thinking:

Just to confirm it is this type of EUW you were testing on?

image

So the issue is that the plugin is treating this graph as if it should be formatted in the input direction. It has selected the Return Node as the root of the graph and formatted in the input direction.

After looking into this, there is a possibility that the plugin is preferring this as the root node because it has been marked as a default graph node. When you create a function does it automatically place the return node onto the graph? (EDIT: Looking more into the source code, it is unlikely this is the case but please try the below solution just in case it resolves a different issue)

If this is the case, as a workaround try doing this: inside Editor Preferences find
Blueprint Formatting Settings > RootNodes add the valueK2Node_FunctionEntry, as shown below:

For reference the way I forced it into this bad state was by changing the Blueprint Formatting settings to prefer the input direction, this was done in the settings Formatter Direction = EGPD_Input. However it would be very obvious if this was enabled since all your blueprints would look messed up.

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Hey @fpwong,

Thank you for the response again, and good news: your suggestion helped, and it works! :slight_smile: Thank you! Now my nodes look as work as intended and I’m really happy about being able to solve this issue with you.

Let me answer to your questions:

  1. Yes, I can confirm to you that the EUW is exactly the Editor Utility Widget blueprint, the exact one that you screenshotted from the Editor Utilities menu.

  2. Just as you mention, how it is not likely, you are also right, to make sure I checked by creating a new method in the EUW and no, the functions do NOT place automatically the return node onto the graph. I need to make them by hand, and I make this one in particular by adding an Output variable.

And yes, my Formatter Direction is also set to EGDP_Input, I checked it again, also after adding the K2Node_FunctionEntry, for test purpises I removed it temporarily and set the Direction to EGPD_Output, and yes it showed the wrong direction - but simply setting it back to EGDP_Input at me without adding back the K2Node_FunctionEntry, the direction was still wrong.

So, I really have no idea, why particularly at me it works bad in the Editor Utility Widgets. But again, thank you so much for helping me out wit the issue! :slight_smile:

Also if you had any other idea of solving this issue anytime in the future and need further input from me, feel free to reach out and will do my best to provide you the proper information!

Cheers!

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my Formatter Direction is also set to EGDP_Input, I checked it again, also after adding the K2Node_FunctionEntry, for test purpises I removed it temporarily and set the Direction to EGPD_Output, and yes it showed the wrong direction

Just to be clear the correct formatter direction for the Blueprint formatter settings is meant to be EGPD_Output. If you were testing with the direction as input, this would explain why the formatting was incorrect.

By any chance when you reset via the menu did it set it to the input direction?