Yes, it fixes it. Indeed, I have this setting on, as I like having as few knots as possible.
We found the cause then
Yeah without the setting enabled it will automatically remove the “bad” knot nodes from the comments as a side-effect of them being recreated.
You can leave it enabled but you need to be careful to make sure that the comments contain the correct knot nodes.
That being said, I should really remove the “bad” knot nodes as a step in the process.
Hello there, I am having a nesting issue with comment boxes within comment boxes, this is inside the unreal material editor (UE 5.4.3)
I will use names for things to try to make it easier to visualize:
- Create some nodes such as for controlling uv’s then add them to a comment box called UV Controls
- Add a new comment box called Global Options, select the UV Controls comment box then click the plus sign on the bottom left of the Global Options box so that the UV Controls box will become a nested child of the Global Options box.
- Create additional nodes and select them and press the plus sign in the bottom left of UV Controls box to add the new nodes to this box.
This is where it starts to get unexpected, it seems like what will happen is it will then make all the nodes in UV Controls actually be directly under Global Options and no longer actually children of UV Controls itself, sometimes UV Controls will become the main parent and Global Options will become a child of UV Controls instead of UV Controls remaining a child of Global Options.
Im not sure if there are options to control this behavior or if it would require coding changes but seems like it would make sense that nodes are children of a specific box, and that box can be a child of another box, but still have it’s own children instead of the highest level box adopting the nodes of the child box, does this make sense?
When it works the way it currently does you cant move the boxes around properly or add nodes without the hierarchy changing unexpectedly. There may be a limitation in Unreal that forces this behavior but just wanted to drop a note to see if there is or could be a solution.
Thank you so much for your time and just let me know if you need any more info or clarification, I know it is kind of complicated so I may not have explained it very well.
Hi @object22
So this is kind of intended behaviour. The comments automatically determine their hierarchy when you add / remove nodes.
The controls only target a single comment, ignoring their parent comments. So if you add nodes to a comment in the wrong order it can mess with the hierarchy.
I would suggest for cases like these you try to use ALT dragging to insert nodes.
- Drag the node you want to insert / remove while holding ALT and when you release it’ll insert or remove based on location
- If you want to detach a comment hold ALT + CTRL
Unlike the comment controls, this method is able to add into multiple comments at the same time and so it keeps the original comment hierarchy.
I believe the bug where you can’t move comments correctly is an engine bug. You can go to Editor Pref > Auto Size Comments settings and enable the setting Enable Fix for Sort Depth Issue
, to see if this helps.
Lastly unrelated to this issue, there is a serious bug with the material editor in the plugin. I’m not sure when but somewhat recently the material editor will cause the node guids to change when you reopen the asset.
Which means that the comments will forget their nodes when you reopen the graph (some material nodes work alright but some do not!).
I’ve had an idea for a workaround for this issue, I’ll try to implement it soon.
Hello, found a bug. When i copy from this blueprint site code to my shader graph in unreal 4.27 it crashes
Hi @MeloinUnreal this bug exists without the plugin, and is due to specific comments in blueprintue being malformed. I don’t think I can fix this issue from the plugin side.
Basically the comment from blueprintue is missing some data and when pasted into the editor it leaves one of the fields as null. When you try to resize the comment, it tries accessing this nullptr and will crash.