Node graph assistant

Love node graph assistant, it’s a life changer and enabled on all my projects :ok_hand:
Noticed on UE 5.3 “Duplicate node with inputs” shortcut doesn’t work for me (default Alt+V).

FYI I have both Blueprint Assist and AutoSize comments plugins installed also, but I didn’t see any conflicting shortcuts on there that might explain why it doesnt work. Any ideas for a solution or something for me to check?
I use dupe with inputs all the time, feels weird not using it.

To answer my own question - it’s seems for some reason Alt+V (dupe with links)on Node graph assistant is in conflict with Alt+D (disconnect execution on selected node) on Blueprint Assist.
Disabling that shortcut allows the Node Graph Assistant one to work correctly
image

In case it helps, the creator of blueprint assist seemed to have roughly pointed out what might be the issue.
For now I just remapped the key as a workaround

There is a crash on 5.3 in the PCG Graphs if you create an overridable attribute and try to click on the pin of a get node of that exposed attribute, I can get a callstack a bit later but thought I’d mention it.

1 Like

5.3, PCG bug as well, very similar to @kvickerz
When you create an Instance Parameter > add a Getter node > drag out the connect pin > crash!

PS: I love this plugin. Thank you for your work!

LoginId:7b64ba5347627e83627fd0b906c7a737
EpicAccountId:

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 771] Array index out of bounds: -2018335687 from an array of size 0

UnrealEditor_CoreUObject!UStruct::IsChildOf() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2237]
UnrealEditor_NodeGraphAssistant!NGAInputProcessor::TryProcessAsLazyConnectMouseMoveEvent() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\NodeGraphAssistant\Source\Private\NGAInputProcessor.cpp:1702]
UnrealEditor_NodeGraphAssistant!NGAInputProcessor::HandleMouseMoveEvent() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\NodeGraphAssistant\Source\Private\NGAInputProcessor.cpp:2915]
UnrealEditor_Slate!FSlateApplication::InputPreProcessorsHelper::PreProcessInput() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:7397]
UnrealEditor_Slate!FSlateApplication::ProcessMouseMoveEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:6006]
UnrealEditor_Slate!FSlateApplication::OnMouseMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5951]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2269]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2738]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1099]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:937]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:148]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5749]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

@yangxx Has this plugin been abandoned? There’s been unanswered questions for a few months on both the marketplace product page and here on the forum. Will we see a 5.4 update?

I updated it by myself and sent the fix to the dev a few days ago, I hope it will be released soon :blush:

I’m starting to doubt we will. The dev has been inactive for a few months it seems. At least since December.
I do hope everything is well for them. This is one of my favourite plugins.

If you want to recompile it manually, just add the module “RenderCore” in the .build.cs file and it should compile.

He replied to my email today, the update should be released soon!

2 Likes

Did you get the plugin to build properly? I have the RenderCore in dependencies and I get a bunch of these errors and the plugin can’t compile

I don’t suppose 5.6 update anytime soon?

Also, by the way, the link to the support forum is outdated in the FAB listing, might want to update it to point to this thread.

I always fix it and recompile it by myself but let me contact the dev again to speed up the release

I’ll also tell him to update that one.

It will compile just fine for 5.6, but it might be worthwhile mentioning to him that the auto insert functionality has stopped working in 5.6, at least for me

1 Like

It’s not only on your side, I noticed that too but I forgot to write it down and I didn’t try to find a solution.

I’ve just sent him an additional email about this!

Thanks!

1 Like

Thank you for contacting him, has he replied yet?

Unfortunately not, I’m kinda considering fixing it by myself but I’m pretty busy in this period and I feel it’s not going to be an easy fix this time😅
I also linked him this thread so I hope he’ll reply here directly, but I’ll keep you up to date in case he only replies to me :wink:

One of my favorite plugins… hopefully gets 5.6 support

I decided to take a peek into the insert issue myself. Turns out, there’s a very simple issue, but it’s quite tricky to find.
There’s a variable called Ref_LocalMousePosition, which is a pointer to LocalMousePosition to get around a #protected macro (thanks, Epic…)

The issue is that LocalMousePosition is now a FDeprecateSlateVector2D in 5.6, where as in 5.5 it was FVector2D.

This means that there is data loss from converting LocalMousePosition to Ref_LocalMousePosition and a bunch of math breaks, basically NGA doesn’t have access to the mouse position anymore.

The fix is very simple:

  1. Go into NGAGraphConnectionDrawingPolicyCommon.h
  2. Change InLocalMousePosition from FVector2D to FDeprecateSlateVector2D
  3. Change FDeprecateSlateVector2D from FVector2D to FDeprecateSlateVector2D

The conversion will now work and all the math to calculate the mouses position will work, and fixing the node insert problem.

I am a little worried about the future. It seems like most of the functions that NGA is overriding are about to get deprecated and use FVector2f instead of FVector2D. Which will require a lot of code changes if FVector2D’s support is completely removed

Hi! Is there any guide on how to update it yourself for dummies?
I just can’t live without this plugin!

You install 5.5, install the plugin for 5.5, then go into your engine install location and go to the marketplace plugin folder UE_5.5\Engine\Plugins\Marketplace, find the NodeGraphAssistant plugin. Since Fab, it might be NodeGrap"random numbers and letters"

Copy the folder, move it to the 5.6 plugin folder. The insert feature won’t work unless you do the fix I posted above