Not Yet: Blueprint Console Commands

This plugin allows you to automatically register some Blueprint functions as console commands.

Features:

  • Easily auto register Blueprint functions as console commands from any actor

Current plugin version: 2.3.1
:shopping_cart: Marketplace
:open_book: Documentation

Example Project: 4.26 version or 4.25 version or 4.24 version (must own the plugin to make it work )
Contact : Discord or here in this forum post

Hey, we released an update to version 2.0 with the following bug fixes and feature:

  • Fixed functions registration so that it applies all members of the inheritance hierarchy

  • If the **NYConsoleExtension **Component is applied to an actor that has multiple instances inside the level then the console command will be called on all of them

  • Add option to register custom functions names as console commands

  • Add option to register per instance console commands
    Video: [video]https://streamable.com/4zl4p[/video]
    per_instance_checkmark.png

Check the wiki for more detailed explanation: https://gitlab.com/NotYetGames/NotYe…ion/wikis/home

The update should already be up in the the epic launcher.

Plugin was updated for UE 4.23

Hey there @vampy_ro,

today I’ve got a Crash through the Plugin, here is the log from it:


Unhandled exception

UE4Editor_CoreUObject!UObjectBaseUtility::GetTypedOuter() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbaseutility.cpp:207]
UE4Editor_NotYetConsoleExtension!<lambda_d6d613482a121c2f002c928ea8cb1033>::operator()() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins
otyetconsoleextension\source
otyetconsoleextension\private
yconsoleextensioncomponent.cpp:143]
UE4Editor_NotYetConsoleExtension!TBaseFunctorDelegateInstance<void __cdecl(TArray<FString,FDefaultAllocator> const &,UWorld *,FOutputDevice &),<lambda_d6d613482a121c2f002c928ea8cb1033> >::ExecuteIfSafe() [d:\rocketsync\4.22.0-5660361+++ue4+release-4.22\working\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:956]
UE4Editor_Core!FConsoleCommandWithWorldArgsAndOutputDevice::Execute() [d:\build\++ue4\sync\engine\source\runtime\core\private\hal\consolemanager.cpp:767]
UE4Editor_Core!FConsoleManager::ProcessUserConsoleInput() [d:\build\++ue4\sync\engine\source\runtime\core\private\hal\consolemanager.cpp:1189]
UE4Editor_Engine!UEngine::Exec() [d:\build\++ue4\sync\engine\source\runtime\engine\private\unrealengine.cpp:4044]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorserver.cpp:5714]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:691]
UE4Editor_Engine!UGameViewportClient::Exec() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gameviewportclient.cpp:2665]
UE4Editor_Engine!ULocalPlayer::Exec() [d:\build\++ue4\sync\engine\source\runtime\engine\private\localplayer.cpp:1463]
UE4Editor_Engine!UPlayer::ConsoleCommand() [d:\build\++ue4\sync\engine\source\runtime\engine\private\player.cpp:51]
UE4Editor_Engine!APlayerController::ConsoleCommand() [d:\build\++ue4\sync\engine\source\runtime\engine\private\playercontroller.cpp:392]
UE4Editor_Engine!UConsole::ConsoleCommand() [d:\build\++ue4\sync\engine\source\runtime\engine\private\userinterface\console.cpp:545]
UE4Editor_Engine!UConsole::InputKey_InputLine() [d:\build\++ue4\sync\engine\source\runtime\engine\private\userinterface\console.cpp:880]
UE4Editor_Engine!UConsole::InputKey() [d:\build\++ue4\sync\engine\source\runtime\engine\private\userinterface\console.cpp:1295]
UE4Editor_Engine!UGameViewportClient::InputKey() [d:\build\++ue4\sync\engine\source\runtime\engine\private\gameviewportclient.cpp:498]
UE4Editor_Engine!FSceneViewport::OnKeyUp() [d:\build\++ue4\sync\engine\source\runtime\engine\private\slate\sceneviewport.cpp:992]
UE4Editor_Slate!SViewport::OnKeyUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\widgets\sviewport.cpp:247]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_99d96a844d20f5d549c2b134ee60b08c> >() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:271]
UE4Editor_Slate!FSlateApplication::ProcessKeyUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5201]
UE4Editor_Slate!FSlateApplication::OnKeyUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5169]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1757]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2292]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1522]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:772]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3882]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

I hope it helps you to fix this potential crash problem. Cheers!

Hi, sorry about this, will look into it, thanks

I think I solved the problem, but I can’t reproduce the crash, is the crash reproducible for you @JimPhoenix ?

I will try to repro this crash tonight, but if I remember correctly I used the component on a child NPC actor which was spawned to the map, and after the first actor instance died and destroyed as usual my spawner spawned the next one and on that unit I can’t run the console command (it just didn’t work on that 2nd spawned child actor, maybe that’s a problem too with the inheritances on spawned actors?) and after 2 or 3 console command try (to run the function) the game crashed.

I’m having almost the same problem. All works until I respawn my character.

Developer please help me with a problem. After I respawn my character the console commands no longer work. In the post above mine the guy had the same issue. I’m using Unreal Engine 4.24 Thanks

Can you provide us more information? How do you destroy and respawn your character exactly?
I tried to reproduce the issue based on the information you provided, but everything worked fine on my end.

Updates v2.2 was pushed to the marketplace with the following fixes:

  • Fix issue when both parent and child class is spawned
  • Fix issue with shared commands after first instance is destroyed

These should fix your crashes @JimPhoenix and @Cipher5

Thank you @vampy_ro , I’ll check it out!

Hey there @vampy_ro , the Plugin was updated not so long ago to be compatible with 4.27, but the “Install to Engine” button doesn’t work, sadly.

Can you contact Epic about the problem to solve it on their side, please?

This happens time to time in the Launcher with some of the updated plugins (who knows why), it’s a very common problem as I’ve experienced. :worried: