Electronic Nodes - Wiring style for blueprint and material editors

It seems Niagara editor uses own graph functions, I totally understand :slight_smile:

Also got the LogTemp spamming here, any idea when its fixed?

@BulleTime It should be fixed for more than a week now… Please make sure you have the last version of the plugin (2.4)!

You can update it from the Epic Game launcher by clicking on “installed plugin” right under your engine version :wink:

Thanks! Just updated any its gone.

Hi, on ue4 4.24.1 I’m still getting logspammed with the updated Plugin any guess?

EDIT: went to dig into the uplugin file and result as 2.3, sadly Epic Launcher won’t let me download any other version, as far as it’s concerned, 2.3 is the last one available for UE4 4.24.1

@Giakkons I just re-downloaded it for 4.24.1 from the marketplace and I got the correct 2.4 version… Could you try to uninstall it, close the Epic Games launcher, and re-download it?

Btw, you can see the version of the plugin directly from the editor by going to the plugins window (Edit/Plugins). You should see the version of the plugin in the top right corner of the plugin.

When I make a build (4.24) of my project with the plugin enabled, it wont launch.


LogPluginManager: Error: Unable to load plugin 'ElectronicNodes'. Aborting
LogCore: Engine Exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.

Using version 2.4 of plugin.

Hey Herobrine.

I once asked (on the marketplace) if it’s possible to have the Node Graph Assistant work in tandem with Electric Nodes. Especially the Lazy Node feature of Node Graph Assistant. Back then you wanted to implement a shortcut to toggle Electric Nodes. I’ve seen you added an option to toggle it in the editor preferences, but I don’t see an option to assign a key for a toggle. That would help make me revisit Electric Nodes. But Lazy Node is just too powerful, it would be amazing if Electric Nodes had its own implementation of a Lazy Node mode. Cheers

@FanaticNinja Ooooh I’m sorry, I missed your message!

You just have to make your project C++. Just create a C++ class et delete it right away. That won’t change anything for you. (source: LogPluginManager: Error: Unable to load plugin RuntimeTests Aborting [SOLVED] - General Discussion - Unreal Engine Forums)
[HR][/HR]
@Saiodin Well, I admit I pushed back the idea as it was a bit more difficult than expected and forgot about it :confused: … I’ll try to make the key binding happen! (I won’t implement Lazy Nodes though, as it’s not very fair to its original creator)

请问我下载的为什么只能装4.23的引擎?别的版本无法使用,要怎么修改?

Hi,

I’m using your plugin in a cpp project. I want to use the plugin in my project only, so I moved the ElectronicNodes folder from the engine’s /Plugins to my project’s /Plugins

It was working fine for some time, but recently i had this error when I try to build my project:


Severity Code Description Project File Line Suppression State
Error C1083 Cannot open include file: 'AnimGraphConnectionDrawingPolicy.cpp': No such file or directory EndeavorUE420 E:\Projects\Unreal Engine 4\Endeavor\EndeavorUE420\Plugins\Marketplace\ElectronicNodes\Source\ElectronicNodes\Private\ENAnimGraphConnectionDrawingPolicy.h 8


Do you know what could be the issue ?

I found the issue, It requires the Engine sources to compile.

@Saiodin @Sitrec Hey guys! Well, it was a real pain but the shortcut thing to make it compatible with NGA is happening (better late than never!).

You’ll have to set a shortcut in your Editor Settings and you will be able to activate/deactivate the plugin in a glimpse.

It will be available on the next update of the plugin coming next week (2.6). [HR][/HR]
@Bozarre_ Cool thing that you found it pretty quickely :slight_smile: ! But that still should not happen… Maybe I should encapsulate the whole plugin in a big “#if WITH_EDITOR”…

Can I share this plugin with team I am belonging to?

@Roxford7 You can of course put the plugin in your project plugins directory so that the whole team have access to it!
But they can’t use it in another project though, like if they want to use it on some personal projects, they should buy the plugin.

How’s the ribbon feature coming along? Is it still experimental?

Hey @AndreasG, I try to improve it now and then (well, I admit I did not touch it in the past months).

I wanted to make it stable, but the thing is the offset depends a bit on the order you plugged the wires. So I keep the word “experimental” because it’s still not the way I wanted it to be.
But I’m not event sure it’s possible to make it fully stable without going crazily complex.

In any case, even with the word “experimental”, this feature should be perfectly usable and you’ll hardly notice the problem, especially if you use the “Subway” wire style.
Still, if you come across any weird behavior, feel free to create an issue on the github and I’ll take a look at it :wink:

Hi,

Thanks for this awesome plugin, it’s keeping me sane for almost a year now with its organized looks :slight_smile:

I started getting a strange engine crash lately and I think it’s somehow related to EN:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000001

UE4Editor_ElectronicNodes!FENConnectionDrawingPolicy::BuildRelatedNodes() [D:\Build++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\ElectronicNodes\Source\ElectronicNodes\Private\ENConnectionDrawingPolicy.cpp:356]
UE4Editor_ElectronicNodes!FENConnectionDrawingPolicy::ENDrawBubbles() [D:\Build++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\ElectronicNodes\Source\ElectronicNodes\Private\ENConnectionDrawingPolicy.cpp:417]
UE4Editor_ElectronicNodes!FENPathDrawer::DrawLine() [D:\Build++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\ElectronicNodes\Source\ElectronicNodes\Private\ENPathDrawer.cpp:505]
UE4Editor_ElectronicNodes!FENConnectionDrawingPolicy::DrawConnection() [D:\Build++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\ElectronicNodes\Source\ElectronicNodes\Private\ENConnectionDrawingPolicy.cpp:108]
UE4Editor_GraphEditor

Can you please take a look? I’ll provide more info if you need it

@Roland_Price That’s very strange, thank you for reporting it and sorry for this…

Could you tell me in what circumstances you get this?
Is this when you open a specific blueprint? Any blueprint? At random ?
What version of the engine do you use, and what version of the plugin?
What is you configuration of Electronic Nodes?

If possible, it would be awesome if you create a github issue! Issues · hugoattal/ElectronicNodes · GitHub

Hey, it’s been a while since I checked in. I will immediately try this! Thank you so much!