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`.

Terrific plugin! Here’s some feedback/suggestions so far:

  • There seems to be a bug that pops up once in a while where you get into the state of renaming a new node and the engine stops responding to any kind of clicking anywhere until you commit the name. In fact this was one of the first things that happened to me after installing the plugin. I don’t know how to recreate this but I’ve seen it more than once.

  • When I use ā€œpromote to variable,ā€ the auto-formatting seems to kick in when the engine wants to let you name it, which cancels the rename. You have to manually reselect the node and hit rename again. It would be better if either the auto format waited until you commit the name to do the auto-format, or just not auto-format in this case, since it’s easy to hit F any time to trigger it as needed.

  • I feel like it would be nice if the auto formatting treated getting wired in from another node like this as having ā€œmore parametersā€ and formatting it accordingly like with the other two exec nodes here. Not sure if there’s other cases where that wouldn’t be desirable, but this is a place where I’ve been noticing ā€œless desirableā€ formatting occurring.

  • I noticed the plugin struggles a bit with comment boxes. Once I tried moving some new nodes into existing comment boxes, and the auto-formatting left them behind. I had to click on each of the comment boxes which seemed to trigger them to ā€œgrabā€ the contents inside, then the auto formatting would bring them along. Also, I guess that it can’t readjust the comment box boundaries, which can cause a mess when they don’t match up to the new auto-formatting. It would be great if it were possible to automatically adjust the comment box boundaries.

  • Even if it works great 99% of the time, there are always cases where the auto formatting doesn’t match up to your intentions. I find myself imagining features like being able to ā€œpinā€ a node (via right-click context menu) so that it ignores the auto-formatting and stays in place, or being able to ā€œflagā€ a node somewhere in a graph that would prevent auto-formatting for that whole exec chain. I don’t want to disable anything globally since it’s only in special cases I’m wanting it.

That’s all for now. Will post again if I notice anything else.

EDIT: I just noticed you have a separate free plugin that auto-sizes comment boxes! I haven’t tried it yet but it seems like it would fit perfectly with Blueprint Assist. Obviously I can just go and install that but I wonder if you shouldn’t just add that functionality into Blueprint Assist too. Thanks for the cool plugins!

Hi @Perfect_Human_Interface, thanks for the feedback!

It would be better if either the auto format waited until you commit the name to do the auto-format, or just not auto-format in this case, since it’s easy to hit F any time to trigger it as needed.

This is the behaviour that is meant to happen. There is some logic to check if a node is pending renaming from the engine, then delay the auto formatting. But if you promote to var from the output pin the engine doesn’t try to rename.

Does the behavior below not occur for you?

get into the state of renaming a new node and the engine stops responding to any kind of clicking anywhere until you commit the name

Related to the previous feature, while you are renaming the node (and it’s waiting to format) your mouse inputs will be ignored. I’ll fix this in the next update.

I feel like it would be nice if the auto formatting treated getting wired in from another node like this as having ā€œmore parametersā€

I can add a new setting for this. You might prefer using the LHS formatting (see the BA toolbar menu found when you open a BP).

I noticed the plugin struggles a bit with comment boxes

Yes without AutoSizeComments, you will notice some issues with the comments. I did have a branch where I started merging the plugin into BA but I never got to finishing it.

being able to ā€œpinā€ a node (via right-click context menu) so that it ignores the auto-formatting and stays in place

See the command ā€œToggle lock nodesā€

Hi again. I got a bit confused while testing this since I had disabled the Always Connect Execution from Parameter feature. After re-enabling that, I’m seeing an inconsistent behavior. Sometimes when promoting to variable it triggers formatting and ā€œskipsā€ the rename, while other times it doesn’t. It seems like it may depend on the type of node you’re dragging off from.

Try this:

  • Create a For Loop node
  • Drag off the index pin > promote to variable – it will skip the rename and auto format
  • Drag off the output pin of the set variable node you just created > promote to variable – it will let you rename, and then trigger auto format

So far I only see that with the Loop nodes; not sure what others may be doing that.

There also seems to be the case you showed in your video, which is when adding a node between two connected execution nodes. That seems to cancel the renaming pretty consistently.

@Perfect_Human_Interface Thanks was able to replicate it, I see what you mean that this doesn’t happen with the setting off. I’ll try to get this fixed in the next update :+1:

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