Electronic Nodes - Wiring style for blueprint and material editors

Hi,

Thank you for this plugin. This is really awesome work!
Can you help me fix this situation?

@Say1O I’m very glad you enjoy the plugin :slight_smile: !

Yes, I’m aware of this bug. I actually already solved it and the fix will be released in the next version of the plugin (coming next week): Ribbon does not alway offset when it should · Issue #4 · hugoattal/ElectronicNodes · GitHub

My ocd has taken a hit in 4.23
[SPOILER]

[/SPOILER]

@Rareden Oh! That’s ugly, I know where it comes from (approximation of angle instead of approximation of position) and it will be fixed next week!

The 2.1 version is out! (Well, I mean, I just updated it, but you’ll have to wait a couple days for it to be validated by Epic and available :slight_smile: )

It actually just solved the two bugs reported by @Say1O and @Rareden.

I’m also working on a shortcut feature, but it’s taking more time than expected :wink:

I have just had a look on the marketplace, i like the idea, and also will give projects a professional look about it, also it will create neat and complex blueprinting, awesome.

Thank you very much!

One thing i do notice with these kinds of pluggings they will give a blueprint a very professional look, reminding me of a motherboard and circuit board look, also won’t get lost as well.

I had a minor problem installing the plugin but the dev got back to me within an hour and sorted it out. Seems I was using the 4.23.0 beta LOL when I updated to release it worked fine. Awesome plugin.

@Cugel666 It seems pretty weird, did you install the plugin from the epic launcher or do you have a custom engine?

The steps listed on github are just for custom engine. And if you have no “Plugins” folder inside the root of your project (where the .uproject file is), you have to create it and then put the “ElectronicNodes” folder in it :wink:

But if you use a “standard” engine (I mean, not a custom one), you don’t need it, you just install it from the epic launcher and you’re good to go! If the compilation fail, could you give me some logs on the failure?

@Cugel666 I just wrote a more comprehensive tutorial to install the plugin on custom engine version :). Hope it’ll help!

Thanks HeroBrine, it’s fixed once I updated from the 4’23’0 beta, I’ve updated my review. Awesome work.

Just wanted to drop in and say that this is a fantastic plugin and I hope it gets better compatibility with the Node-Graph plugin (as mentioned in a question on the marketplace). These two working well together would be an amazing combination.

@Sitrec Thank you very much :slight_smile: !

Yes, I’m working on a workaround to be able to use all the features of NGA! But make it seamlessly compatible will also require an update of NGA :confused:

New 2.2 Electronic Nodes version is out with some cool new features :smiley: !

Features:

  • Add activation checkbox for blueprints, materials and animation bps
  • Add default wire to work with other features
  • Add bubble display rules (always one, display on selection, move on selection)
  • Add bubble selection rules (near nodes, far nodes)

Bugfixes:

  • Fix bubbles on animation blueprints
  • Add some more security to avoid crashes

Well, I admit, the big missing feature is the shortcut workaround for NGA… It’s a bit more time-consuming than I expected :/… Hopefully it will be ready for the next version!

In the meantime, here’s an example of the bubble display rules with near nodes!

And as usual, the new version will be downloadable in a couple of days (for Epic to validate it).

Are you planning to support Niagara script editor?

@dragon-kurve Yes, of course, why not! I’ll try to add this for the next version Make it work for Niagara script · Issue #10 · hugoattal/ElectronicNodes · GitHub :wink:

@dragon-kurve I’ve been trying to add Niagara support, but it’s really difficult since Niagara is a plugin and not really part of the engine… I still don’t know if it’s doable, but I’ll keep trying! I’ll post updates on the github ticket, but I just wanted to warn you that it may not be ready for the next version :confused: .

ENConnectionDrawingPolicy.cpp ln 19 causing logspam in 4.24?

Noticing that any time I open a blueprint in 4.24 I’m getting logspammed by “LogTemp: schematype Default__EdGraphSchema_K2” which seems to be coming from the UE_LOG in the line mentioned in the title. At least that’s the best lead I’ve got so far. If you could look into it that would be very appreciated.

Originally posted this on the marketplace questions page but then realized this would probably be a much better way to ask about the issue, so I deleted that question and am asking here.

@Sojimne Ooooh I forgot a log! I’m stupid, I’ll update the plugin right now! (Thank you very much for noticing!)