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.
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?
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. =)
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.
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
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.
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!
I’ll let determine the best course of action for disseminating the upgrade path before the MP allows publishing. Do note , that they’re only looking on letting a small number of growing publishers with free content to publish to the MP: