Blueprint Assist Plugin

Im in a BP only project so no visual studio for me, just playing lego here :smiley: !

however I managed to package my game with blueprint assist no issue until last night..

I just tested a newly created project, I packaged it easy, then just added blueprint assist plugin to the blank project and it cant package anymore.. same message as previously

Yes, after trying in a BP only project I had another error. It seems there is a problem when including the Asset Search plugin as an optional dependency.

Can you try enabling the Asset Search plugin and see if this fixes the problem?


EDIT: Somehow after creating a fresh project and trying to build again without the Asset Search plugin I didn’t have an error, need to do some more testing.

tried it didnt work… I disable asset search plugin after test it says its required by blueprint assist

Could you try packaging again and sharing these log files?

  • C:\Users\{USER}\AppData\Roaming\Unreal Engine\AutomationTool\Logs\{ENGINE}\Log.txt
  • {Project}\Saved\Logs\UnrealPak.log

Also you can safely disable the Asset Search plugin again. But when you disable it, Blueprint Assist will also be disabled, then you need to re-enable Blueprint Assist.

Just a small issue in the Unreal UI :sweat_smile:

ahah yeah fixed that ! i really dont understand why I cant package with blueprint assist on tho :frowning:

@QCyapudetofu16 I tried replicating this on a fresh windows 11 install, UE5.7.

Firstly it wouldn’t let me package at all without the WIndows SDK. I had to install at a minimum the Game Development with C++ component from Visual Studio.

After that it worked fine both without and with Blueprint Assist enabled. I did not see the window that you posted in your screenshot.

I assume you also have installed this at some point? Search your windows for ā€œVisual Studio Installerā€ and check if you have any updates.


If this doesn’t work, please post your packaging log files and I’ll see if there is a hint in there.

honestly I dont think I ever downloaded that and always packaged my game just fine Im really BP only projects haha

I’m trying to decide which ā€œopen assetā€ tool I’m gonna use. The standard one that opens with Ctrl+P or the one from Blueprint Assist with Ctrl+`.

What positives / negatives does the one from Blueprint Assist have in comparison to the default open asset window?
Positive:

  • Folder tree view
  • Saves the search session. So basically when you reopen it, it will have the state as you closed it the last time

Negative:

  • No asset thumbnail or missing option to set the view type to List, Grid, Column

I’m not sure if the search from the engine uses the search plugin, so that might be a positive for Blueprint Assist too.

Is there something that I missed?

Hi @Sodrek, yes that is accurate. I’ll add asset type icons in the next update.

Right now adding the List, Grid, Column feature into this menu would require a major redesign.

For now I’d suggest using the regular search menu or the content browser if you want to view thumbnails.

Perhaps in the future I may add some simple method to preview a large thumbnail.


The default Ctrl+P menu does not use the search plugin. The search plugin tab (which I based the BA search menu off) is also missing the List, Grid, Column feature.

I just got this plugin.

Formatting works great, except that when I drag off a pin and type in a new node, it automatically formats after the node is placed. I don’t want that to happen, how do I stop that?

Hi @sethosaurus1, you can find some basic settings in the welcome screen’s Customize tab. Here you can set Globally Disable Auto Formatting.

If you’ve closed the welcome screen you can open it again in the top toolbar Tools > BA Welcome Screen`.