Electronic Nodes - Wiring style for blueprint and material editors

@IncantaGames Do you mind sending that patch file over my way too please?

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:

https://forums.unrealengine.com/t/ue5-early-access/231166

Yes, you can make the patch (and only the patch) public. I’ll let you link it in a message yourself so that people are aware that it’s not official. The marketplace send us a message that it does not allow UE5 official support for now.

In any case, that’s super cool that you made it work, good job :slightly_smiling_face: !

3 Likes

Hey everyone (CC @Young_Beazy)!

If you’re looking to use Electronic Nodes with UE 5.0EA, you can use the below diff patch file to figure out what changes you need to do. Note: this is an UNOFFICIAL patch with no guarantee, warranty, or liability; use at your own risk.

To use this patch in your project, you’ll have to do a couple of things:

  1. Convert your project to C++ one if not already. You can do this by just creating a blank C++ class. It won’t affect your blueprint project at all, and you can use blueprints as you did before. You can find some example instructions on how to do this via Michael Allar’s post with the exception you’ll need Visual Studio Community Edition 2019 (which is the latest).
  2. Copy C:\Program Files\Epic Games\UE_4.26\Engine\Plugins\Marketplace\ElectronicNodes to C:\path\to\your\.uproject-file\Plugins\ElectronicNodes
  3. Download (below) and place the .patch file in the root of your project directory.
  4. Open the Command Prompt/powershell/git bash/etc, navigate to the root of your project, and run git apply electronicnodes-ue5-support.patch. There are other tools you can use to apply Diff Patch files other than Git, but it is my preferred one.

Best,
Mike

UNOFFICIAL UE5 support; your mileage may vary:
electronicnodes-ue5-support.patch (12.4 KB)

3 Likes

Thanks I got it working. The git apply patch didn’t work for me but I was able to follow along with the diffs. I missed about 25% of what you did so thanks :), got stuck there for a bit

1 Like

Thank you for the patch

patching the uplugin file failed with:

error: patch failed: Plugins/ElectronicNodes/ElectronicNodes.uplugin:10
error: Plugins/ElectronicNodes/ElectronicNodes.uplugin: patch does not apply

removing the first section of the patch and editing the uplugin on my own did the trick (just leaving this info if someone else runs into the error)

1 Like

The patch didn’t work for me as well. Looks like it’s outdated as it contains lines removal instructions for code that is already present in the latest version available on the Marketplace (some references to UE5). I’ve managed to compile the plugin by doing the merge manually. I’m guessing that was in the middle of the process of updating the plugin when he received a notice from Epic to not publish code for UE5 yet.

@Onoa As of version 3.3, Electronic Nodes has already experimental UE5 support, so that you don’t need to patch anything. cf Experimental UE5 support · Issue #39 · hugoattal/ElectronicNodes · GitHub

1 Like

Great. Thanks!

Hi!

I am currently enjoying this plugin very much but I have a “slight” issue with it and I can’t seem to find an answer for it. If I missed it, please forgive me.

Different nodes in BP seem to snap to different grids for me and sometimes I cannot get a straight line when connecting 2 nodes such as a SETTER with a FUNCTION. I get a slight curl at the end of the line, so the line is not completely straight.


In this image the first connection is straight but the second one isn’t :frowning:
When I change the style back to default the issue seems to go away but I just can’t seem to get the best of both worlds :stuck_out_tongue:

Yes, I’m aware of this :confused:… Thing is that the anchors of the nodes are just not aligned correctly for nodes with a description (“Target is …”) on some zoom level.

If you use the default style, the wire won’t be completely horizontal. I’ve tried to add an option to make straight lines when it’s almost horizontal, but then you’ll get some ugly lining.


Thank you for the reply!

I guess I’ll try not to connect them in a straight line so often for the time being :stuck_out_tongue:
I hope you can find a solution for this :smiley:

Hello! I was trying to disable temporarily the plugin. I hit the master activate switch in the plugin preferences, but suddenly all the materials graph from the material editor have arrows everywhere:

I looked and the halfway arrows settings for blueprint was already disabled. I checked even though it shouldn’t be related because I was in the material editor.

Any help is appreciated!

Sorry for the late answer, I didn’t see your message…

Well, temporary disabling hotpatch without restarting the engine result in this, so here are two solutions:

  • You want to temporarily disable the plugin for a while: you need to disable “master activate” and then restart the engine
  • You want to temporarily disable the plugin for a short amount of time: you need to disable “use hotpatch”, restart the engine, and then disable “master activate” when you want

(btw, you can also use a shortcut if you need to disable the plugin from time to time:
Compatibility with Node Graph Assistant · Issue #37 · hugoattal/ElectronicNodes · GitHub)

i found this funny bug. when two nodes are exactly the right distance apart, the wire does a loop :rofl:

image

1 Like

If you want the explanation behind this bug, it’s because it adds an offset to output and input, and when these offset overlap each other (because the nodes are too close), it has to do a loop to close the wire :stuck_out_tongue: !

If you don’t like it (but who does not like it?), you can decrease the “Horizontal Offset” in the Electronic Nodes parameters :wink:

Hey, it seems there’s no way to get this one for GNU/Linux despite claimed support.
How’s about I’ll just give you $12 (paypal, crypto, direct bank transfer, your choice) and you grant me access to a/the git repo so I can build it myself?

Alternatively, use some gumroad/atrstation/whatever marketplace that doesn’t require using a clunky and platform-locked piece of software to use the plugin.

Well, I’m providing the source code to the marketplace, and the source code is compatible with Linux (since it’s just CPP to be compiled). I thought that the marketplace compiled it for Windows, Mac AND Linux… So you tell me you can’t download it from Epic Games Launcher?

I 100% agree with you on that the EGL is a pretty terrible piece of software missing basic features, but it’s just way easier for me to maintain only one source for the plugin.

I suggest you take a look at this tool that might solve your problem:

(And here are a couple more links listed here: https://www.reddit.com/r/linux_gamedev/comments/ms1vai/unreal_engine_4_marketplace_on_linux/)

If you still can’t download the plugin, feel free to contact me on discord so that I can send you the source code: Herobrine#6480 (fyi, I won’t be very available next week, but I’ll be happy to help the week after)

There is no Epic Games Launcher for GNU/Linux

Well, while there’s no official Epic Games Launcher available for GNU/Linux, there’s definitely options as I listed on my previous messages, so I’m not quite sure what you mean…

For example, the “Epic Asset Manager” you can either:

Hope it helps :slightly_smiling_face: