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Electronic Nodes - Wiring style for blueprint and material editors.

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  • replied
    Just a quick update: I've made a github repo to keep track of the bugs and the suggestions. I also added a wiki with a "Getting started" page and a "FAQ" page.

    So, if you have suggestions or bug report, don't hesitate to put it there ! (I'll keep track of those reported here of course, I did not make the corresponding issues yet, but it's coming)

    https://github.com/TheHerobrine/ElectronicNodes

    On the dev side, I've had little time lately, but I'll try to push an update before the end of the month with what have been suggested
    Last edited by Herobrine20XX; 09-12-2019, 06:25 PM.

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  • replied
    Thanks I appreciate the fast update.

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  • replied
    ThatLittleSpider It is now available on 4.23
    https://unrealengine.com/marketplace...ectronic-nodes

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  • replied
    Any ETA on 4.23 ?

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  • replied
    Gliptal Oooh, I see, thank you very much for the screen! I'll fix that in the next update (as well as the animation bug). In the meantime, I'll make the plugin available in 4.23 as it just came out. (should be available tomorrow or the day after)

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  • replied
    I think what aureon means is this (ignore the mess underneath):

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    Since all those out wires are the same variable, it doesn't really make sense to separate them. It would be great if they separated from the same point vanilla-like.

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  • replied
    Thank you very much aureon
    The ribbon feature is kinda experimental and works better with simple mode for now, but I'm goin to improve it!
    Do you have a screen of the case you're talking about?
    Last edited by Herobrine20XX; 08-28-2019, 04:51 PM.

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  • replied
    Hey, it's a great plugin.

    I've just tried Ribbon, and while "in" feature works splendidly, "out" wires really don't need to be separated that early, resulting in pretty wonky designs.

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  • replied
    Originally posted by Herobrine20XX View Post
    Gossy I'm sorry, I can't help you right now as I'm on vacation for a week... I think I see where the problem is! I'll try to solve this whrn I'm back next week and push it as a hotfix
    No worries!

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  • replied
    Gossy I'm sorry, I can't help you right now as I'm on vacation for a week... I think I see where the problem is! I'll try to solve this whrn I'm back next week and push it as a hotfix

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  • replied
    Herobrine20XX I upgraded to the 1.1 version and the problem has persisted. The bubbles do show up if I use the Force Draw Bubbles option, but that's not helpful for debugging.

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  • replied
    Gossy Thank you very much ! If you upgrade the plugin to the 1.1 (only on 4.22 for now) and increase the bubble size in the config panel (Editor Preferences/Plugins/Electronic Nodes Plugin) to 3.0 or 4.0, does that solve your problem?

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  • replied
    Hi Mate!

    Loving the plugin so far, having nice straight lines is addictive! But I've noticed that Anim Graph Evaluation Pulses (so the bolding and moving bubbles on the wire during debugging) are no longer rendering when I have the plugin activated, for both the Simple and Complex modes. Setting the Wire Style to Deactivated resolves the Issue.

    To be clear, the regular Blueprint Graph execution pulse renders fine, so I think you've just missed something XD

    Gossy

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  • replied
    Bug: wires becoming wonky when extensive
    You can stop this by adding reroute nodes on the line. I normally do it either side of the screen space if they ever get that long.

    I really like the plugin thank you! It makes working in BP really fun.

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  • replied
    I'm happy to announce you the 1.1 update!

    New features

    Wire Style: You can now specify the horizontal offset you want for nodes (suggested by Cpt.Trips)

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    Bubble style: You can now customize bubbles a lot more with movement style, size, speed and space(suggested by Cpt.Trips)

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    Wire style for exec: You can now specify a specific style for exec wire (suggested by TPuppe)

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    Ribbon style (experimental feature): This feature make overlapping wires more readable by offsetting them.

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    Bugfix

    The weird offset when zoom out completely has been fixed (it's a checkbox because that bug exists in the engine) (reported by eobet)


    What hasn't been done/fix yet:

    Bug: wires becoming wonky when extensive (reported by Cpt.Trips)
    I admit I didn't look at the code yet, but it's unlikely to be something easy to fix... Plus, it's not an electronic nodes bug, but an unreal engine bug.

    Bug: conflict with NGA (reported by many people)
    That's not something I can solve from my side only... I contacted the creator last week, but he did not respond yet.
    I don't want to be spammy, so I'll wait another week before sending him another message (he may be on vacations, who know?)

    Feature: toggle draw bubbles from inside the BP editor (suggested by Cpt.Trips)
    I admit I didn't search on how to do that yet, but that should not be too difficult. I just need to create an icon for that. Should be for the next update!

    Feature: not overlapping parent node (suggested by kavonharvey)
    I searched for hours on how to do that, but it's fare more difficult than what I firstly though. It may still be possible, but I didn't find a proper way to do this yet.

    Bug: issues with complex drawing with big radius (reported by eobet)
    I admit I didn't quite find the courage to correct this, as I think it's up to the user to adapt his BP with his Electronic Nodes config. But I'll fix it, maybe for the next update!

    Bug: reset to default doesn't work (reported by eobet)
    I didn't find yet how to make it work... But I keep dig this and hope to fix it on the next update!


    You should get the update when Epic validate the files I'm about to send them, give them 48h

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