UE5.1 Missing Append3Vector Node in Material Editor

TLDR : Append3Vector and Append4Vector nodes are missing only in one of my projects.


Issue :
My project in 5.1 :
image

Blank Project in 5.1 :
image


Some context :

I was trying to migrate the new UI Material Lab material functions to my main project. That’s when I noticed that one of the functions was not working correctly. Some comparing with the UI Material Lab project revealed that in My Project the Append3Vector node was missing in one of the functions.


Things I tried :

  • Copying the Append3Vector node from UI Material Lab project to My Project
    • Pasting the node in My Project caused a Crash.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000010

Crash Report

UnrealEditor_UnrealEd!UMaterialGraphNode::CanPasteHere() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\MaterialGraphNode.cpp:141]
UnrealEditor_UnrealEd!FGraphObjectTextFactory::ProcessConstructedObject() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EdGraphUtilities.cpp:157]
UnrealEditor_UnrealEd!FCustomizableTextObjectFactory::ProcessBuffer() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Factories\EditorFactories.cpp:5697]
UnrealEditor_UnrealEd!FEdGraphUtilities::ImportNodesFromText() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EdGraphUtilities.cpp:491]
UnrealEditor_MaterialEditor!FMaterialEditor::PasteNodesHere() [D:\build++UE5\Sync\Engine\Source\Editor\MaterialEditor\Private\MaterialEditor.cpp:5781]
UnrealEditor_MaterialEditor!FMaterialEditor::PasteNodes() [D:\build++UE5\Sync\Engine\Source\Editor\MaterialEditor\Private\MaterialEditor.cpp:5699]
UnrealEditor_MaterialEditor!TBaseSPMethodDelegateInstance<0,FMaterialEditor,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:312]
UnrealEditor_Slate!FUICommandList::ConditionalProcessCommandBindings() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:229]
UnrealEditor_Slate!FUICommandList::ProcessCommandBindings() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:173]
UnrealEditor_GraphEditor!SGraphEditorImpl::OnKeyDown() [D:\build++UE5\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphEditorImpl.cpp:163]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_9dc931af886a2950ba18f18a6edc755e> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:417]
UnrealEditor_Slate!FSlateApplication::ProcessKeyDownEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4536]
UnrealEditor_Slate!FSlateApplication::OnKeyDown() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4447]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2054]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2726]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1895]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:925]
user32
user32
InkObj
atlthunk
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:142]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5293]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:202]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll


  • Creating a blank project to see if the issue was with the engine itself.
    • The first time I migrated from UI Material Labs project to the new Blank project, it was still missing the Append3Vector node. So again, I tried manually copy/pasting the node and this time it worked and didn’t crash.
  • To confirm again, I created another blank project and searched for the Append3Vector node and it was available without any copy/pasting
    • Migrating to this new project also worked without issues (At least on the material side of things. One Widget was missing a Text Block)
  • Opening a copy of the project in 5.2 Preview
    • The nodes were still missing.

Questions :

  • Any fix?
  • Has anyone else encountered something similar?
  • Do I need to enable some checkbox somewhere to get these nodes?
    • Experimental maybe?
    • Are these nodes inside a plugin?

:warning: I’m not looking for workarounds, I know the Append Many Function is available :slightly_smiling_face:

Maybe this is the same thing as blueprint nodes disappearing?

In the project that doesn’t work, try making a new material. Can you put an Append3 node in there?

If so, then you can copy it to other materials, and from then on, it will work.

Long shot…

1 Like

Found it, The nodes are part of the Mesh Painting Plugin for some reason. I had almost all the plugins disabled that I wasn’t using. Enabling Mesh Painting Plugin Fixed it.

1 Like

Ah… :slight_smile: