I see, it makes sense to be hard, should like something Epic should come up with a clean solution.
But if you don’t find difficult to just color the wires you do know, I think that could still be very useful, and I surely would use it.
I assume it would look something like this that already occurs with the RGB wires, up until one point you do know and can be colored, but after that it would fall back to default.
If you implement this, I do think it should have an option to turn it off in case someone finds it annoying, but I really think it just helps to visibility.
Thank you very much! Well, I’ve tried to do this thing where wire wrap around nodes, but it turned out to be pretty difficult. The node sizes are pretty difficult to access, and without this information, I can’t do much…
Though, you can use only one pin if you set the “Wire style for Exec” to “Manhattan”!
Any chacne of getting wires in the material editor to reflect t he data type? Amplify Shader Editor in Unity did this by different wire colors, and also represented Vec2,3,4 with multiple lines to show more clearly where a data type mismatch could occur, or where you were assuming a conversion of the data type
Also, if you would have the grace in your heart, being able to show a Vec2/3 in the material UI as only a Vec2/3, instead of a Color haha would be amazing
Electronic Nodes breaks the new productivity improvement introduced on node graphs, where we can hold ALT + LMB + DRAG, and slice wire connections. With Electronic Nodes enabled, this doesn’t work. I confirmed EN was the culprit, simply by disabled the plugin and testing the wire slicing feature again, and it works just as expected. Enable EN again, and the wire slicing functionality doesn’t work.