Node graph assistant

Alternatively, Asset Manager Studio lets you install plugins into unsupported engine versions, or download them without even needing the engine installed.

First of all thank you so much for coming up with a fix for LocalMousePosition!
I have two problems though: I can’t find any other FDeprecateSlateVector in " NGAGraphConnectionDrawingPolicyCommon.h" other than the one created in step 2. Surely that can’t be it? In which line of code should that entry be?
And the even bigger problem; when I simply copy over the folder from 5.5 to 5.6 I get this error upon launching the Editor:
"The following modules are missing or built with a different engine version:

NodeGraphAssistant

Engine modules cannot be compiled at runtime. Please build through your IDE."
Trying to build it leaves me with “BUILD FAILED ExitCode=6” and I can’t figure out what’s wrong for the life of me!

I would really, really appreciate your help as this plugin is the only reason keeping me to make the switch to 5.6. I really can’t stand using Node Graphs in UE without it (and coming from Houdini I’m kinda shocked how lackluster wiring of nodes is in UE).
I’ve contacted the developer via his mail address before to ask if and when he would port the plugin to 5.6 but haven’t received any reply, also not to my second mail.
Help me @Variann you’re my last hope :smiley:

Oh, believe step 3 was to change Ref_LocalMousePosition to FDeprecateSlateVector2D. If I remember correctly, InLocalMousePosition and Ref_LocalMousePosition were two different variable types and that broke the data conversion. Technically it’s better to update the plugin to use FVector2D, but that means you have to update a ton of functions, hence why I’m worried about the future of the plugin. NGA is using a lot of deprecated functions that might get completely removed in future updates.

You need to open your project with visual studio and manually compile it. ExitCode=6 doesn’t really mean anything, it just means that the compile failed. The actual reason why it failed is listed elsewhere in the output log

Did you mean Ref_LocalMousePosition instead of the first FDeprecateSlateVector2D?

Here, did you mean FVector2f ?


Using FDeprecateSlateVector2D as a type is clearly a workaround, it does compile but “Auto insert” is not working for me! IDK if I am missing something else…

Things I’ve changed:

Ah! Turns out there’s one more step I seem to have forgotten.
The drawing policy classes are using the deprecated functions, which seems like I did update and forgot about it.


And yes, I meant FVector2f, too many variable types for me to keep track of :stuck_out_tongue:

I haven’t checked, but I assume the material graph drawing policy is also using the outdated version that uses FVector2D. Each drawing policy might have to be updated separately depending on what graphs you use

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Thanks, in the end I replaced all the FVector2D with FVector2f and FBox2D with FBox2f and now it works but I had to edit many files :sweat_smile:!

Yeah you’re now future proof. I’m still lazy and haven’t really touched anything inside OverrideDrawConnection

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You mean “Until they really deprecate the FDeprecateSlateVector2D struct” :sweat_smile::rofl:

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I think I have accidentally enabled something that I’ve never seen before… The red line that is getting deleted :flushed_face:

5.6 with fix:

5.4:

@Variann by any chance were you able to identify where the issue is in the material editor? It seems like it’s completely broken even after replacing all the FVector2D… Thank you in advance!


However the plugin creator finally replied to me! I hope that the partially-working version will be uploaded to FAB soon!

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That’s great to hear! Although I didn’t get any reply by him yet it’s good to hear that he’s alright. Let’s hope that he’ll officially update and fix his plugin soon now :slight_smile: Honestly Epic should include all functions of Node Graph Assistant natively. I’m mostly working in Houdini and it’s crazy to me that such basic organizational and wiring functions don’t exist in UE by default.

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No, sorry. The art world and I are not the greatest of friends, so I stay away from materials and such a lot. Let’s hope the creator will properly fix this and update the API on the way

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Just got a reply by the dev and he said he would port it to 5.6 but no info about when or if it will only include the changes that have already been made collectively here :sweat_smile: We’ll see

The update is now on Fab but it really looks like he’s just pushed the changes that were already made by you guys here. Material Graphs are still broken. Man, man, man…

Looks like there was another update pushed to Fab and now the Material Graph works too! Nice :slight_smile:

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The 5.6 version looks fine to me, until you have to work with the debugger…
as soon as I focus the editor windows it enters an infinite loop of breakpoints being hit:

NGAInputProcessor::TryProcessAsLazyConnectMouseMoveEvent:

NGAInputProcessor::TryProcessAsAutoConnectMouseMoveEvent:

NGAInputProcessor::TryProcessAsInsertNodeMouseMoveEvent:

Does it happen only on my side or should I contact the dev again?

If you tell me the exact steps to replicate the problem I can offer to try on my end.
On another note: I see that you’re using VS and I’m wondering if Codelens is working for you in conjuction with UE 5.6? No matter what it always shows me “0 derived Blueprint classes” “0 times changed in Blueprint” and so on. In the UE log it get errors for every scanned asset saying something like “can’t scan UE4 files” or something weird like that. I switched to Rider therefore and there everything is working as expected with the Editor integration.

It’s Jetbrains Rider with a theme

I’ve noticed that this is happening only in a specific project (that I should have finished so it’s no longer important), it’s probably a conflict with another plugin I’m using there

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