I can confirm it did for me.
Does this persist for those who also use the plugin?
Yes it should be that other people who use the plugin will get the nodes you locked. This data is stored in the blueprint / package metadata.
Apologies, I had another look and this behaviour is not enabled by default.
You can enable this in the Blueprint Assist Advanced Settings by:
- Disabling
Save Blueprint Assist Cache to File - Enabling
Store Cache Data in Package Meta Data
Hello there!
Quick question, how do I prevent reroute nodes from happening this close to a node? See on the right-hand node how the pink reroute is pushed up against the node right next to the blue Color input? I do want it to still use reroute nodes just not when they are that close to a node, in these cases I would rather it just draw a straight line between the two pink wire connections if that is possible or something close to that. Thank you for any help!
Hi @object22, there isnât a specific setting that prevents this. If you can export your Blueprint Assist formatting settings and a replicable example, Iâll see if I can fix this case.
To export your settings, go to Blueprint Assist Formatting section in Editor Preferences and you will find the Export button near the top right.
Long time blueprint assist user. Iâve unfortunately noticed the quality significantly Decrease over the last few engine release versions.
Can we please have a fix-up and review of the core layout algorithm? Itâs getting a bit silly now. It never used to do this in early 5.0 versions and previous 4.xx versions.
Example graph before BPA Auto-Formatting (Plugin Version 5.6.1)
Example graph after BPA Auto-Formatting (Plugin Version 5.6.1)
There are also persistent non-blocking bugs; e.g. retaining the stickiness of node selection (i.e. if you select a pin, Unreal canât seem to deselect from it gracefully. You have to reselect the pin and then deselect externally for it to unhook its selection), context compatibility with Auto Size Comments.
Much Love
@Subressor Apologies, I have just been working on the formatting issue. Should be out very soon.
There was one input blocking issue that has been fixed: after you promote to variable and rename it, your input would be blocked until you press ESC.
However this sticky pin issue sounds to be a different problem. Are you able to show a way to recreate this one?
context compatibility with Auto Size Comments
Iâve been meaning to include ASC into the BA plugin to improve this (and other issues regarding node sizes). Iâll try to have another look into this when I have some time.
Recently I tried UE 5.7 with plugin version 4.5.3 and my most used feature of Blueprint Assist doesnât work anymore ![]()
âLink Nodes Between Wiresâ used to work when hovering over exec pins. Not only inserting between nodes, but also connecting unlinked nodes. But at the current version it only works on wires.
I had another project with BPA version 4.4.3 installed, so I recorded a comparison video.
Blueprint Assist has been amazing for my productivity and I deeply admire your effort youâve put into it @fpwong. Please if you could fix this it would help me a lot
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Hi @Kuri1, thanks for the video. Seems a recent bug fix has caused this, Iâll get this fixed in the next update.
@Subressor @Kuri1 Please try the latest version (4.6.0), the formatting issue and link node between wires should be fixed
Just tested and link node between wires works like before! ![]()
Thank you for the very quick response and fix
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Youâre a superstar. Thank you very much for the quick update.
To minimise the disruption for my team, I probably wonât update the plugin until we upgrade to the next engine version, which will be 5.7 for us. But I will keep you updated once we do that upgrade and let you know how it behaves.
Regarding the previous comment on the âsticky nodeâ behavior bug;
What it appears to be is, I think itâs related to your functionality where you can use the arrow keys to cycle between the different input pins themselves. This is functionality Iâve never appreciated or enjoyed, so I always disable it. But what might be happening is the hooks youâve used in the editor to be able to attain focus of the pins themselves may still be enabled. So even if you disable the arrow hotkeys, then the focus may still be being grabbed on the nodes.
The outcome of this is that if you try to move other nodes or perform any other blueprint graph actions, then it keeps reverting the focus and the selection back to the previous node, and you have to compile, which will reset the focus away from the pin, and then you can continue to use it. Itâs not a blocking issue. Itâs only appeared recently, and itâs been a little bit frustrating.
Iâll see if I can provide exact reproduction steps, it usually happens when Iâm in my flow state creating lots of blueprint nodes and wiring and rewiring and I think maybe itâs a double click from my mouse or a weird click of my mouse that will produce a focus of one of the pins and that will be the point of the contention.
My feature request or recommendation for this more widely is maybe a toggle option in the blueprint assist menus to disable the keyboard arrow keys navigation for blueprint pin nodes. If this is disabled, then also maybe removing any of the hooks which youâve put in to enable this functionality, as Iâm not sure by default you can focus a pin on a blueprint node.
@Subressor When cycling the pins with arrow keys, the plugin doesnât set any Unreal focus. It simply draws a highlight over the pin to show that it is been selected.
But I am fairly certain I know what the bug you are experiencing is, see this pull request (this example is already fixed but I assume itâs the same fundamental issue):
https://github.com/EpicGames/UnrealEngine/pull/10747
So when the GraphPin ends up being stuck in the hovered state, you get this behaviour where anything you click will focus and select the previous node. Unsure how to end up in this state.
To verify that it is this issue, next time try hovering over the pin again and see if it fixes the blocking issue without needing to compile.
LOVE this plugin but.. when I click CtRL+R to format my BP, it all mess up the comments.. is there a workaround ? thanks !!
Hi @QCyapudetofu16, the comment formatting is a bit finicky. If the wrong nodes are wrapped it will not format as expected.
If you provide an example I will check if this is intended behaviour or not.
Hi,
its just everytime I do CTRL+R to format my BP it just 100% ignore my comment boxes and just format the nodes without taking comment boxes into consideration whatsoever..
how can I comment using the plugin ? Iâm asking because this plugin is a lifesaver but this issue is kinda making my code hard to maintain in a way..
thanks !
@QCyapudetofu16 Ah this is likely the bug that was fixed in the latest update. Please update to the latest plugin version (4.6.1) and see if this helps.
Make sure you have the latest AutoSizeComment plugin too.
To summarize the rules of the comment formatting:
- Nodes on the graph are grouped as an âexecution node and itâs parametersâ
- Comments must wrap a connected graph of these groups
An example:
NodeA -> NodeB
| |
ParamA ParamB
An ignored comment would be wrapping ParamA and ParamB.
Generally try to wrap the entire âexec + paramâ group NodeA | ParamA. If you only have the exec node or only the param node it may cause some overlap issues.
currently having an issue with the plugin.. I tested everything and Iâm 100% sure I cant package my game anymore while using Blueprint assist plugin.. I hope this can be fixed because this plugin is a must have for me lol I cant live without it haha!! I tried updating plugin version and still same issue..
Hi @QCyapudetofu16, I tried packaging a blank project just now on 5.7 and did have some compile errors. However it was a different error than shown in your image.
After checking in the forums, it suggested that I update my visual studio. After updating the compile errors went away.
I was then able to compile a blank project with BlueprintAssist enabled.
Although the error is different, perhaps updating Visual Studio will also fix the problem you are having?
For reference, this is the compile error I was seeing before updating




