It was very scared that my project seems corrupted because I did something wrong. Thanks to the information you provided, my worries were reduced. Thank you.
You my friend are a hero that we don’t deserve
Hey, great plugin, love it. I have it installed into the project and recently was making a pass on my code to make sure includes were properly defined and the ElectronicNodes.h file flagged an issue. =)
ElectronicNodes\Public\ElectronicNodes.h(10): error C2504: 'IModuleInterface': base class undefined
ElectronicNodes\Public\ElectronicNodes.h(14): error C3668: 'FElectronicNodesModule::StartupModule': method with override specifier 'override' did not override any base class methods
ElectronicNodes\Public\ElectronicNodes.h(15): error C3668: 'FElectronicNodesModule::ShutdownModule': method with override specifier 'override' did not override any base class methods
ElectronicNodes\Private\ElectronicNodes.cpp(38): error C2440: 'return': cannot convert from 'FElectronicNodesModule *' to 'IModuleInterface *'
ElectronicNodes\Private\ElectronicNodes.cpp(38): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
This is simple to fix.
It just needs a:
#include "Modules/ModuleInterface.h"
(Module Manager and Settings and unnecessary btw =))
Most of the time this is not a problem due to pre compiled headers and unity builds so these headers usually end up being included anyway but thought you might want to know.
Again, great addon.
@straypet Hey, thank you very much for the feedback :D! I never saw that error, that might explain why I missed this header…
I’ll fix this on the next update: Missing ModuleInterface header · Issue #25 · hugoattal/ElectronicNodes · GitHub
Out of curiosity, how did you get that error to be fired? (So that I can reproduce and check that it’s indeed fixed). Also, what version of the engine are you using?
Compile your project with:
<UEENGINEPATH>/Engine/Build/BatchFiles/Rebuild.bat <ProjectTargetName> Win64 DebugGame -Project='C:\Path\To\file.uproject' -WaitMutex -FromMsBuild -NoPCH -NoSharedPCH -DisableUnity
It’s what you’ll find in your build log right after “Target Build:” but with the
-NoPCH -NoSharedPCH -DisableUnity
flags added.
They remove build optimizations that sometimes end up hiding include errors.
(Running 4.25 btw, using the 4.26 addon version though, copied the files, made a small adjustment to the .Build.cs because of a module being split but other thatn that it-s working great. =)
Can you update to support ControlRig please. Ty
@martoof This wasn’t possible until recently. I decided to use hook functions (a bit of a hack) to make it possible only on Windows.
The next version of Electronic Nodes (3.0) will support ControlRig, Niagara, Behavior Tree, etc…
cf Support for Control Rig · Issue #23 · hugoattal/ElectronicNodes · GitHub
thank you, you are super responsive !
I’m wondering, shouldn’t this connections be offseted by the ribbon system in the plugin? Imgur: The magic of the Internet They all just overlap each other even tho I have the ribbon on and value changes do nothing. I possibly just missunderstand the usage of it.
No, because they all end up on the same pin, so there’s no need to offset them. Ribbon only offset wires that do not contain the same data.
Do you think it should also offset it in that case?
I would personally love a feature like this but it doesn’t seem to bother anyone else and I don’t know how hard it would be to implement it for you so of course it’s your call to judge it it’s worth adding.
Hum, this bug should have been fixed a few weeks ago now… Could you make sure you’re using the 3.2 version of the plugin? You can check it under “Edit/Plugins/Electronic Nodes”.
If not, just update the plugin from the Epic Games launcher
i see, im sorry. Im surprised that “you” still receive bad content when not deleting cache before downloading/updating an asset.
cheers brother
hey, I was wondering why in the latest update control rig and level sequencer must be enabled in order to use electronic nodes.
Hum, it only needs Control Rig to be activated, as far as I know …
Some graphs have some specific features that Electronic Nodes needs to retrieve to work properly.
That include:
- Anim Graph
- Behavior Tree
- and Control Rig
In short, to add Control Rig support to Electronic Nodes, I had to add it to the requirements. I thought it was a fair trade since several people asked for Control Rig support, and I don’t think (correct me if I’m wrong here) that it impact other users .
actually control rig also depends on level sequencer so that’s why it’s enabled too, I disabled them before since I’m making a mobile game and I try to disable everything I don’t need. No worries I can disable everything before cooking.
Thanks a lot.
Hey !
I’m trying to compile Electronic Nodes for UE5 EA, and I get the following linker errors:
1>ENConnectionDrawingPolicy.cpp.obj : error LNK2019: unresolved external symbol "public: class TArrayView<struct SGraphPinPose::FAttributeInfo const ,int> __cdecl SGraphPinPose::GetAttributeInfo(void)const " (?GetAttributeInfo@SGraphPinPose@@QEBA?AV?$TArrayView@$$CBUFAttributeInfo@SGraphPinPose@@H@@XZ) referenced in function "public: virtual void __cdecl FAnimGraphConnectionDrawingPolicy::BuildPinToPinWidgetMap(class TMap<class TSharedRef<class SWidget,0>,class FArrangedWidget,class FDefaultSetAllocator,struct TDefaultMapHashableKeyFuncs<class TSharedRef<class SWidget,0>,class FArrangedWidget,0> > &)" (?BuildPinToPinWidgetMap@FAnimGraphConnectionDrawingPolicy@@UEAAXAEAV?$TMap@V?$TSharedRef@VSWidget@@$0A@@@VFArrangedWidget@@VFDefaultSetAllocator@@U?$TDefaultMapHashableKeyFuncs@V?$TSharedRef@VSWidget@@$0A@@@VFArrangedWidget@@$0A@@@@@@Z)
1>ENConnectionDrawingPolicy.cpp.obj : error LNK2019: unresolved external symbol "public: float __cdecl SGraphPinPose::GetZoomAmount(void)const " (?GetZoomAmount@SGraphPinPose@@QEBAMXZ) referenced in function "public: virtual void __cdecl FAnimGraphConnectionDrawingPolicy::BuildPinToPinWidgetMap(class TMap<class TSharedRef<class SWidget,0>,class FArrangedWidget,class FDefaultSetAllocator,struct TDefaultMapHashableKeyFuncs<class TSharedRef<class SWidget,0>,class FArrangedWidget,0> > &)" (?BuildPinToPinWidgetMap@FAnimGraphConnectionDrawingPolicy@@UEAAXAEAV?$TMap@V?$TSharedRef@VSWidget@@$0A@@@VFArrangedWidget@@VFDefaultSetAllocator@@U?$TDefaultMapHashableKeyFuncs@V?$TSharedRef@VSWidget@@$0A@@@VFArrangedWidget@@$0A@@@@@@Z)
I’m not sure if you already have a solution for this or not, but wanted to let you know it exists. I’ll let you know if I can figure out the adjustment, unless you already know? Thanks!
Yes, I expected a few breaks. I did not look into it for now as I’m waiting for Rider (my IDE) to fix code analysis with UE5, because it’s pretty difficult to do anything without it ^^’… (I believe they said on discord they would release a fix today).
I’ll let you know the adjustments, but I’ll be interested if you find any solution!
Sent you a DM with a patch file that got me up and running. Cheers!