Love node graph assistant, it’s a life changer and enabled on all my projects
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
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
Hi @RonanMahonArt , had a look at this. NGA plugin is doing some funky stuff to get their logic working. In their code, they are sending to the engine an EKeys::D key press when you press Alt + V (see function NGAInputProcessor::DupliNodeWithWire).
This kind of breaks anything that would be bound to Alt + D, like the case here. I don’t see an easy fix for this aside from rebinding the disconnect command to some other hotkey.
kvickerz
(kvick)
December 5, 2023, 7:43am
45
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
msum
(msum)
March 12, 2024, 4:07am
46
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
Variann
(Variann)
April 26, 2024, 11:43am
47
@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?
Ares9323
(Ares9323)
May 4, 2024, 9:45am
48
I updated it by myself and sent the fix to the dev a few days ago, I hope it will be released soon
Variann
(Variann)
May 4, 2024, 1:25pm
49
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.
Ares9323
(Ares9323)
May 4, 2024, 9:45pm
50
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
Angius
(Angius)
June 17, 2025, 3:46am
52
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.
Ares9323
(Ares9323)
June 22, 2025, 12:40pm
53
I always fix it and recompile it by myself but let me contact the dev again to speed up the release
Angius:
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’ll also tell him to update that one.
Variann
(Variann)
June 23, 2025, 4:27am
54
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
Ares9323
(Ares9323)
June 23, 2025, 10:37am
55
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!