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Electronic Nodes - Wiring style for blueprint and material editors.

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  • replied
    Originally posted by eobet View Post
    Is a line width setting something you are looking into adding?
    That's something you'll find in Editor Preferences right out of the box:
    Click image for larger version

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    Last edited by Cpt.Trips; 08-18-2019, 05:21 PM.

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  • replied
    eobet Thank you very much for the feedback!

    I'll try to fix this particular case you encountered with tweaked radius, but be aware that I can't do much if you push the radius toward very high numbers .

    About the corners zoomed-out, it seems to be a tangent problem, thank you for noticing, it will be fixed on the next update.

    Quick note about the next update, I'm working on a "ribbon" feature that will display properly overlapping wires. Here's a WIP (it's not finished yet, there's still some overlapping):

    Click image for larger version  Name:	unknown.png Views:	1 Size:	202.6 KB ID:	1654399

    EDIT: About the "Reset to default" button, I'll take a look on how to make it work, hopefully for the next update!

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  • replied
    I missed the cheap price too, oh well.

    Is a line width setting something you are looking into adding?

    Also, complex drawing with tweaked radius size seems to be having some issues:

    Click image for larger version

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    Also noted that when zoomed out (even with default settings), the corners aren't as nice anymore:

    Click image for larger version

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    And this might be only me, but the "reset to defaults" button doesn't seem to work...

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  • replied
    Awesome, looking forward to the update.

    One more suggestion: optional toolbar buttons for "Force Draw Bubbles" and to toggle through disabled/simple/complex from within the blueprint graph (or just on/off toggle). Maybe even a hotkey to show/hide the bubbles.

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  • replied
    Ravishingx: Good news !

    Cpt. Tripfx: I think I covered everything with these settings, do you see something else? (It will be available on the next update)

    Click image for larger version

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    By the way, if you're using "roundRadius: 0", I suggest you add some extra reroute-nodes to better control the style:

    Click image for larger version

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  • replied
    Originally posted by Herobrine20XX View Post
    Hum, try this:
    1 - Copy the "Electronic Nodes" folder from the "Marketplace" folder and paste it inside "[your game folder]/Plugins"
    2 - Delete the folder "Binaries" and "Intermediate"
    3 - Launch UE4 with your game (normally, it will build the plugin at this stage)
    4 - Make sure the plugin is activated in the "Edit/Plugins" window

    Hope this help, could you tell me if that worked?

    (Sorry for the price...)
    Hey, I got around to fixing my issue. The problem was I didn't GenerateProjectFiles correctly, I just needed to run as administrator and it all worked out. I added it as an Engine plugin, not project plugin.

    It's beautiful. I might shed a tear.

    Leave a comment:


  • replied
    Thank you very much for the very comprehensive feedback !

    1 - Hum, this comes from the engine optimization, I'll try to do something about it. Note that the NGA plugin seems to work but it's because the line are always straight (and that's not the case with electronic nodes)

    2 - Really easy to do, going to do it right now

    3 - I didn't think that people would actually use that feature, it was more of a fun challenge to me... But as you're not the first one, I'll improve this a bit

    4 - Yeah, electronic nodes conflicts with NGA... I sent a message to the creator to discuss what we can do about it :/...
    I actually have a 4.18 and 4.19 version ready for people stucked in those versions, but Epic wouldn't let me put it on the market as "Only latest 3 engine version is allowed for code plugin category". (I think it's for the reviewers not to have a lot of versions of Unreal ?)

    So thanks again for all your feedbacks, I'm also working on a new secret feature which I expect to be greatly appreciated
    I hope to release the new version this week (or at least some screen of it)

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  • replied
    1. When wire length is extensive, the rendering becomes wonky.
    Click image for larger version  Name:	electronic_nodes_wonky_wires.png Views:	1 Size:	58.1 KB ID:	1653811
    It's not unlike the default editor behavior but hope there's something that can be done about it.
    The wire render styles in Node Graph Assistant, for example, seem to work better in this particular regard:
    Click image for larger version  Name:	node_graph_assistant_wires.png Views:	1 Size:	76.2 KB ID:	1653812

    2. Another suggestion - I really like how the anchor point for wires is outside the node:
    Click image for larger version  Name:	electronic_nodes_anchor_point.png Views:	1 Size:	27.9 KB ID:	1653813
    Would like to see a setting to make that distance variable and be able to extend it further:
    Click image for larger version  Name:	electronic_nodes_anchor_point_extended.png Views:	1 Size:	150.1 KB ID:	1653814
    I think it would improve readability for instances where the end point is behind the starting point (like in the image above).

    3. Force Draw Bubbles: Would it be possible to customize the draw style of that feature?
    I like the general idea, but it is too much by default. A variable to control the frequency/amount of animated "bubbles" would be great.

    4. Was able to compile for 4.18 but can't get it to work in 4.18 with Node Graph Assistant.
    Electronic Nodes just doesn't work at all as long as the other plugin is enabled.
    In 4.22 though, it does render as expected.

    4.18 is old and support for it might seem irrelevant, but it is still useful especially for other marketplace creators.
    If you could try it on your end, It would be much appreciated.
    Last edited by Cpt.Trips; 08-16-2019, 12:13 PM.

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  • replied
    Hum, try this:
    1 - Copy the "Electronic Nodes" folder from the "Marketplace" folder and paste it inside "[your game folder]/Plugins"
    2 - Delete the folder "Binaries" and "Intermediate"
    3 - Launch UE4 with your game (normally, it will build the plugin at this stage)
    4 - Make sure the plugin is activated in the "Edit/Plugins" window

    Hope this help, could you tell me if that worked?

    (Sorry for the price...)

    Leave a comment:


  • replied
    I bought this at the increased price, don't really care, it's still a good price imo... but how the heck do I get this installed in a source built engine 4.22.3
    I added Marketplace -> Electronic Nodes folders to the Plugins folder & rebuilt the VS code, but those folders aren't appearing in VS. Is it a version thing or a build.cs line somewhere? Thanks.

    Leave a comment:


  • replied
    It's really not a big problem. I will probably still grab it when I make other purchases during the next sale (which is what I was planning on doing anyway). It's just that when you posted the warning, I thought there would be enough time to do the impulse buy and grab it at the original price (which is probably what you were aiming for with that post in the first place).

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  • replied
    Originally posted by ronm6667 View Post
    Well, that was quick. I saw your warning today that the price would rise starting next week, but going to the marketplace page, it has already gone up. Oh well. I guess I'll wait then.
    I'm really sorry, I thought people that saw my message either had already bought it or were not interested... I feel like I raised it a bit quickly now, but going back wouldn't be fair to those who bought it at that price. I promise the price won't evolve from now (unless I add some big features, but that's not planned in the short term).

    (And considering all the messages I got regarding the price, I think the new price is pretty fair)

    (But again, really sorry, it's all my fault, got a bit of pressure and I should have wait)
    Last edited by Herobrine20XX; 08-15-2019, 04:59 PM.

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  • replied
    Well, that was quick. I saw your warning today that the price would rise starting next week, but going to the marketplace page, it has already gone up. Oh well. I guess I'll wait then.

    Leave a comment:


  • replied
    Thank you very much ! Quick note: the plugin is now compatible with 4.20 and 4.21 (I'm currently downloading the 4.18 and 4.19 version of the engine to make it compatible with it)
    Last edited by Herobrine20XX; 08-15-2019, 04:02 PM.

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  • replied
    Instant buy - after seeing that it affects the material nodes as well. Great work!

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