[FREE] AutoSizeComments

Hi Subressor, the settings for the plugin should be shared across projects by default. If for some reason it is not, you can go to the auto size comments settings and export the settings. Then in your other project(s) you can import the settings.

Also I am actually not sure where exactly the settings are stored. Since they are shared between projects, it is likely in the engine install folder somewhere but I was unable to find exactly where.

Yeah same thinking, because it’s shared across projects I assumed it was in the Engine.ini config or something similar but I can’t find it.

The import function doesn’t work on my engine versions, would be great if you could point me in the right direction and I can do it manually

Found it! Should be located in your:


C:\Users\**%USERNAME%**\AppData\Local\UnrealEngine\**%UNREAL_VERSION%**\Saved\Config\Windows\EditorSettings.ini

Then have a look at the block of settings under:


[/Script/AutoSizeComments.AutoSizeCommentsSettings]

Perfect, can see my colour presets clear as day now :slight_smile: Thanks!

For anyone with the source-built engine, it’s under …/Engine/Saved/Config/Windows/EditorSettings.ini

Also, the header (‘script/autosizecomments’) changed with some updates, so I’d make a change to the default settings to get the latest header script and then paste your old colour styles afterwards

Hi, love the plugin, really useful and handy! Big thanks for developing it :slight_smile: Sadly I have noticed a bug with moving the commented sections. I started noticing it when I switched to using my 4k screen for developing games. That was around the same time as the last update to 4.24. So I can’t really pinpoint the issue yet and haven’t had any time to look any further into it sadly.

But I wanted to let you know so perhaps you could find it. The bug appears when dragging av commented section as said earlier and it makes them freak out. It can take off to the edge of the blueprint somewhere and I can’t get it without undoing the move. Really annoying and if you mark several nodes (both in the commented section or multiple sections plus not commented nodes) it goes really crazy and messes the whole blueprint up.

I sadly can’t help you any more right now, I had to deactivate it to continue working on the project. But still wanted to let you know so you have a chance to fix it!

Hope to see a fix soon so I can be back at using it again :slight_smile:

/Oscar H

I’m having a similar problem with this plugin on my 4k monitors. Once you start dragging the commented box it flips out and ends up way out of sight (ctrl-z is necessary at this point to undo the mess). I thought it was just me so I have been ignoring it for a while. I’m using 4.23 (retail, not source)

Update 17 January 2020 (v2.1.1):

  • Fixed bug when dragging comment nodes with other nodes selected
  • Fixed bug where certain areas of the comment node would not have proper mouse collision
  • Fixed bug where user could add empty comment boxes
  • Added setting to snap node size to grid when resizing
  • Default value of the MoveEmptyCommentBoxes setting is now set to false

Thanks to bstt for helping with the bug fixes! [HR][/HR]@CitizenMM @Sparven Could you confirm the bug related to dragging nodes exists in the latest update?

The bug appears to be FIXED in the most recent update. No more weird dragging behavior, at least for me. Thanks!!

The colors should not be randomized by default.
We have a team with a few developers and it is annoying to turn that off on each pc.
Or is there a way to save this settings in the project instead of the editor?

Hi B REX, currently I don’t believe there is a way to save the settings per project.

If you’d really like to enable this behaviour, I suggest you fork the plugin and adjust it so it saves the settings on a per project basis.
The change is quite simple:

Let me know if this works for you!

I am also curious, is the random color setting messing with your existing blueprints or is it more of an annoyance for when you create new comments?

Every setting in Unreal can be set per-project, you just have to find out which .ini to put it in and what the section name needs to be. The easiest way is to change the setting and then use the “Set As Default” button at the top of the project/editor settings window and see which .ini file got changed.

In the case of AutoSizeComments and BP Assist you have to use DefaultEditorSettings.ini (create it if it doesnt exist) and use the following formatting:

[/Script/AutoSizeComments.AutoSizeCommentsSettings]
bGlobalColorBubble=True
bHideRandomizeButton=True
bHideHeaderButton=True
DefaultCommentColor=(R=0.000000,G=0.000000,B=0.000000,A=1.000000)
bUseRandomColor=False

[/Script/BlueprintAssist.BASettings]
bAutomaticFormatting=False
bCacheSizeWhenRequired=True
bTreatDelegatesAsExecutionPins=True
bUseCommentBubbleWidth=True

Thanks Kilrogg, didn’t know about this! [USER=“1102928”]B REX[/USER] @Subressor Have a look at this instead of my other solution.

For me, when you press Set As Default it created and saved the config as:


**%PROJECT%**/Config/DefaultEditorSettings.ini

Then you can commit it into your source control to share with others.

If for some reason that didn’t work, you can export the plugin settings. Then manually create the DefaultEditorSettings.ini file and copy and paste the settings into it.

BUG
So I bought this Plugin “Node Graph Assistant” (https://www.unrealengine.com/marketp…raph-assistant) and it allows me to do work with nodes very efficiently like “Cut off wires with cursor sweep” & “Create node directly on wire” and much more. So when I had Auto Size Comment Plugin on I couldn’t able to add nodes on wire when the code was commented, but while the plugin wasn’t working, I was able to add nodes on wire directly within Comment Box.

This video shows exactly whats happening.

Thank you and I hope this gets fixed. I love your plugin.

I. There currently is “Resize Collision Method” and “Alt Collision Method”, there should be a third: “New Node Collision Method”.

Issue: Maybe I missed something, but when adding a new node inside a comment, it doesn’t get added to that comment box (even when fully contained).
Current workaround: (1) during placement, hold Alt while adding node from context menu or palette, or (2) after placement, slightly resize the comment box manually, or (3) drag new node with Alt (any of those triggers collision check).
Desired behavior: whenever a new node is placed, same check should be performed as if Alt key was down and the node moved.

II. I see an option that is named “Detect Nodes Contained for new Comments” - what does it do? (It has the Tooltip from the option above it)

III. Noticed the issues with Node Graph Assistant as well. My guess is, it will be tough to do anything about incompatibilities like that - which is a big shame.

@Cpt.Trips

I. Unfortunately it is a pain in the ■■■ to get a callback to when a node is created on a graph (if you know of an easy way to get this, that would be great but it also needs to work across all graphs!). That being said since I have this logic in my BlueprintAssist plugin and a feature which is very similar to what you have described, but only works for linked nodes.

II. “Detect nodes contained for new comments” will detect and add nodes which are underneath on creation.

III. I think I know the issue with the NGA plugin, I’ll send him a message and ask for the change.

Would that be possible for ASC? Rather than checking the moment a node is placed, do it when a connection is set (i.e. both nodes that are being connected would be checked).
As it is right now, it seems a bit frustrating - you place a bunch of new nodes, connect everything, then you try to move the comment box just to notice that those new nodes are being left behind.

Maybe do a single test when the comment box is being moved (at the start of it). That could suffice as well.

Awesome.

This seems like a good workaround, will be added to the next update

Update 15 April 2020 (v2.1.2):

  • Added feature RefreshContainingNodesOnMove, disabled by default.
  • Fixed bug where plugin would build outside of the editor
  • Fixed bug where global settings would not be applied correctly

Hi there,

started to use Auto-Size Comments plugin this morning, keeps crashing UE4.24.3 when trying to untick “Show Bubble When Zoomed” in the Detail Panel.

Here is the related line in the crash report :
“UE4Editor_AutoSizeComments!SAutoSizeCommentsGraphNode::Tick() [d:\build++portal+promotion\sync\localbuilds\plugintemp\hostproject\plugins\autosizecomments\source\autosizecomments\private\autosizecommentsgraphnode.cpp:369]”

Otherwise, nice addition to UE!

Hi @madjyc, thanks for the bug report. I forgot to check if the comment bubble may be nullptr. To my knowledge this would only happen if you had also enabled the setting “Hide Comment Bubble” (if not please let me know). I will submit a fix for this soon.