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Electronic Nodes - Wiring style for blueprint and material editors.

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  • replied
    Thanks! Just updated any its gone.

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  • replied
    BulleTime It should be fixed for more than a week now... Please make sure you have the last version of the plugin (2.4)!

    You can update it from the Epic Game launcher by clicking on "installed plugin" right under your engine version

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  • replied
    Also got the LogTemp spamming here, any idea when its fixed?

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  • replied
    Originally posted by Herobrine20XX View Post
    dragon-kurve I've been trying to add Niagara support, but it's really difficult since Niagara is a plugin and not really part of the engine... I still don't know if it's doable, but I'll keep trying! I'll post updates on the github ticket, but I just wanted to warn you that it may not be ready for the next version :/ .
    It seems Niagara editor uses own graph functions, I totally understand

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  • replied
    Sojimne Ooooh I forgot a log! I'm stupid, I'll update the plugin right now! (Thank you very much for noticing!)

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  • replied
    ENConnectionDrawingPolicy.cpp ln 19 causing logspam in 4.24?

    Noticing that any time I open a blueprint in 4.24 I'm getting logspammed by "LogTemp: schematype Default__EdGraphSchema_K2" which seems to be coming from the UE_LOG in the line mentioned in the title. At least that's the best lead I've got so far. If you could look into it that would be very appreciated.

    Originally posted this on the marketplace questions page but then realized this would probably be a much better way to ask about the issue, so I deleted that question and am asking here.

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  • replied
    dragon-kurve I've been trying to add Niagara support, but it's really difficult since Niagara is a plugin and not really part of the engine... I still don't know if it's doable, but I'll keep trying! I'll post updates on the github ticket, but I just wanted to warn you that it may not be ready for the next version :/ .

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  • replied
    dragon-kurve Yes, of course, why not! I'll try to add this for the next version https://github.com/TheHerobrine/Elec...odes/issues/10

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  • replied
    Are you planning to support Niagara script editor?

    Click image for larger version

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  • replied
    New 2.2 Electronic Nodes version is out with some cool new features !

    Features:
    • Add activation checkbox for blueprints, materials and animation bps
    • Add default wire to work with other features
    • Add bubble display rules (always one, display on selection, move on selection)
    • Add bubble selection rules (near nodes, far nodes)
    Bugfixes:
    • Fix bubbles on animation blueprints
    • Add some more security to avoid crashes

    Well, I admit, the big missing feature is the shortcut workaround for NGA... It's a bit more time-consuming than I expected :/... Hopefully it will be ready for the next version!

    In the meantime, here's an example of the bubble display rules with near nodes!

    Click image for larger version

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    And as usual, the new version will be downloadable in a couple of days (for Epic to validate it).

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  • replied
    Sitrec Thank you very much !

    Yes, I'm working on a workaround to be able to use all the features of NGA! But make it seamlessly compatible will also require an update of NGA :/

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  • replied
    Just wanted to drop in and say that this is a fantastic plugin and I hope it gets better compatibility with the Node-Graph plugin (as mentioned in a question on the marketplace). These two working well together would be an amazing combination.

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  • replied
    Originally posted by Herobrine20XX View Post
    Cugel666 I just wrote a more comprehensive tutorial to install the plugin on custom engine version . Hope it'll help!
    https://github.com/TheHerobrine/Elec...ustom-build%3F
    Thanks HeroBrine, it's fixed once I updated from the 4'23'0 beta, I've updated my review. Awesome work.

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  • replied
    Cugel666 I just wrote a more comprehensive tutorial to install the plugin on custom engine version . Hope it'll help!
    https://github.com/TheHerobrine/Elec...ustom-build%3F

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  • replied
    Cugel666 It seems pretty weird, did you install the plugin from the epic launcher or do you have a custom engine?

    The steps listed on github are just for custom engine. And if you have no "Plugins" folder inside the root of your project (where the .uproject file is), you have to create it and then put the "ElectronicNodes" folder in it

    But if you use a "standard" engine (I mean, not a custom one), you don't need it, you just install it from the epic launcher and you're good to go! If the compilation fail, could you give me some logs on the failure?

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