Blueprint Assist Plugin

:sunglasses:

Hello,

Got this bug with ā€˜Expand Nodes Ahead of Parametersā€™ on, when using shortcut to insert a node in a wire (ctrl + q).

Is it a known bug?


@Louspirit Hi, sorry about this. I did get a report for this yesterday, seems to be a bug introduced in the latest update. Iā€™ll try to fix this asap.

If possible, could you show the full set of nodes which causes the crash? Or a test case if you are able to figure out exactly what causes this.

I disabled it in the meantime and now it doesnā€™t crash even after reenabling.
Iā€™ll let it on and paste the code here when I can repro again.

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Iā€™m not certain if this is relevant to your situation, but a while back, I developed a plugin that interacted with entire node graphs. During that time, I also encountered issues related to node sizes. If I remember correctly (and this was quite a few years ago), there is a method to set the Level of Detail (LOD) for each node without the need to zoom in

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I would love to be able to simply toggle some LOD and have a consistent node size.

So I had a look and found SNodePanel::CurrentLOD, was this what you used?

The only way I could access this is by calling SNodePanel::SetZoomLevelsContainer with a custom container so that the LOD is always DefaultDetail. I tested this and it works?! However there are still some small inconsistencies in the node size at zoom level 12 vs zoom level 1, but it is much better than before.

I think it will be very beneficial to use this for the AutoSizeComments plugin to help with the reactive resizing problem. Thanks for letting me know :+1:

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Iā€™m really glad that was helpful. In fact, if I remember correctly, I might haveā€¦ umā€¦ heheā€¦ used some memory trickery to modify the private variable. I donā€™t believe that function existed when I did that, or it may not have worked properly, which is why I chose that approach.

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now i have similar problem but with simple nodes:

from here:

to here:

when I add a new node from same place it connects with next and is really annoyingā€¦I want just this

ok found out

image

Itā€™s doing it to me tooā€¦ :metal:

The concept remains the same, but the option to stop it happening keeps moving around! ā€¦

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Hi sorry about this. I have also noticed that this specific setting for the pure nodes is not what I want to do in most cases. I will disable this setting by default in the next update.

Also perhaps I can add some key to perform this behaviour when creating a new node. For example while holding down Ctrl and selecting a node in the menu, it will insert node between the wires :thinking:

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Recently moved to 5.3 and I got this error when adding a subtract vector node.


I cannot reproduce when restarting Unreal. As I donā€™t usually start from VS, I donā€™t know it this is new or happens without crashes.

In general, what data do you need from us for debugging problems?

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Hmm this is a new one, not immediately obvious what could cause this since I am calling this from a number of places.

In terms of debugging, displaying the stack trace is the most useful.
Outside of that from a method to replicate it if possible would be best of course!

I can simply put a check for an null graph here and it will avoid the crash but it would be best if I was able to replicate this one.

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After installing the plugin and launching my existing project, all the features of the project stopped working and I canā€™t play the game normally anymore. When I compile each blueprint individually, it shows no issues.

Hi @ylwindows,

Did you format the graph and then this caused the issue, or did the project stopped working after installing the plugin (without doing anything)?

The warnings here suggest that this is a bug in your logic somewhere, likely unrelated to the Blueprint Assist plugin. These are play in editor warnings which is why you wonā€™t find them when compiling the blueprint.

Example being: Calling GetComponentByClass on the player to find a WidgetComponent and trying call functions for this widget. But the bug is that you forgot to give the player a WidgetComponent. The compiler doesnā€™t know that until running the game.

Just to make sure, can you check that the issue is being caused by Blueprint Assist?

  1. Firstly try disabling the plugin in the Edit > Plugins menu
  2. Secondly with the plugin enabled, try enabling the setting ā€œDisable Blueprint Assist Pluginā€ in Editor Preferences

If doing either of these fixed the errors, please let me know!

Hi @fpwong , Iā€™m having an issue with your comment plugin when used with BA, when formatting the nodes the auto resized comments go out of whack. How can I set this up right or fix it so that when formatting with BA, all the comments are properly wrapped around the nodes?

Hey @fpwong !
I just got my hands on your great plugin and I was wondering if it was possible to format nodes into a single column. If not I think it would be a great addition (using a dedicated shortcut).

Hereā€™s an example of what Iā€™d like it to do:

Hi @andyfangaf, Control Rig has serious issues with the ASC plugin. I recommend not using it for this graph actually. I may implement some sort of feature to switch to a ā€œdumb ASC nodeā€ for certain graphs, but atm you can only switch back to the default comment node.

The BA plugin also has issues formatting this graph (mainly unable to undo) so that is something to look out for.

Sadly I donā€™t think this can be fixed.

@DreaxNPNG, hmm could be useful. Iā€™ll add it to the list but not sure when Iā€™ll get to doing this.

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Hi, I wanted to make a feature request.

Is it possible to set a hotkey for binding to move forward and backward in the graph history? Same as clicking these buttons:
image

For example, on web browsers, that would be alt + left / right arrow keys.

Thanks