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Logo Electronic Nodes

Electronic Nodes

Wiring style for blueprint and material editors in Unreal Engine 4

How to use

Electronic Nodes can be bought from the Unreal Engine marketplace. Once you buy it, it will be automatically downloaded with compatible engine version.

You can find help on how to configure and use the plugin on the wiki: Getting started You can find answers for frequently questions on the wiki: FAQ

Compatible Engine Version

Engine Version Plugin Version Support
UE 4.20 EN 1.1 ❎*
UE 4.21 EN 2.2 ❎*
UE 4.22 EN 2.2 ❎*
UE 4.23 EN 2.2 ❎*
UE 4.24 EN 2.4 ❎*
UE 4.25 EN 3.5 ❎*
UE 4.26 EN 3.6 ❎*
UE 4.27 EN 3.6 ❎*
UE 5.00 EN 3.7 ❎*
UE 5.01 EN 3.7 ❎*
UE 5.02 EN 3.9
UE 5.03 EN 3.11
UE 5.04 EN 3.13

(* those versions will not receive updates, as Epic Game does not allow it for versions before the 3 last ones)

Changelog

Version 3.13

  • Features:
    • Add entitlement check disabling (issue)
    • Remove Metasound dependency (issue)
  • Bugfixes:
    • Fix incorrect warning about licence (issue)

Version 3.12

  • Features:
    • Add warning on unlicensed account (issue)
  • Bugfixes:
    • Fix source compilation (issue)
    • Remove Control Rig dependency (issue)

Version 3.11

  • Features:
    • Add bubbles only on exec (issue)
  • Bugfixes:
    • Fix global config loading (issue)
    • Fix material graph crash (issue)

Version 3.10

  • Features:
    • Fix 5.3 compatibility (issue)

Version 3.9

  • Features:
    • Fix bubbles on animation blueprints (again) (issue)

Version 3.8

  • Features:
    • Add spline type selection for wires bellow min distance (issue)

Version 3.7

  • Bugfixes:
    • Fix 5.1 compatibility (issue)

Version 3.6

  • Bugfixes:
    • Fix master activation with hotreload (issue)

Version 3.5

  • Features:
    • Add custom graph support (issue)

Version 3.4

  • Features:
    • Add Reference Viewer support (issue)
    • Add quick restart toast when updating "Use Hot Patch" setting
  • Bugfixes:
    • Fix hover on short wires (issue)
    • Fix alignment bug on manhattan wires (issue)
    • Fix crash on headless mode (issue)

Version 3.3

  • Features:
    • Add a Force Outside option to Ribbon Style (issue)
    • Add experimental UE5 support (issue)
    • Add update popup (you're looking at it) (issue)
  • Bugfixes:
    • Fix Manhattan alignment on Behavior Trees (issue)
    • Fix Global Settings save (issue)

Version 3.2

  • Features:
    • Add options to draw straight lines for close pins (issue)
  • Bugfixes:
    • Fix rare crashes with HotPatch (issue)

Version 3.1

  • Features:
    • Improve Behavior Tree display (only for Windows) (issue)
  • Bugfixes:
    • Fix state machine invisible wires (issue)
    • Fix control rig disappearing wires (issue)

Version 3.0

  • Features:
    • Add support for Niagara (only for Windows) (issue)
    • Add support for Control Rig (only for Windows) (issue)
    • Add support for Gameplay Abilities (only for Windows) (issue)
    • Add support for Behavior Tree (only for Windows) (issue)
    • Add global settings (issue)
  • Bugfixes:
    • Add missing ModuleInterface header (issue)

Version 2.9

  • Features:
    • Add a fallback setting to force activation wherever it can
  • Bugfixes:
    • Re-add widget graphs

Version 2.8

  • Bugfixes:
    • Re-add the animation graphs

Version 2.7

  • Features:
    • Add compatibility with Unreal Engine 4.26
    • Remove useless headers and files

Version 2.6

  • Features:
    • Add compatibility with VoxelPlugin
    • Add shortcut to master activate/deactivate

Version 2.5

  • Bugfixes:
    • Solve a selection bug with Default wire style

Version 2.4

  • Bugfixes:
    • Remove spamming logs "LogTemp: schematype Default__EdGraphSchema_K2"

Version 2.3

  • Bugfixes:
    • Rename vars to avoid warning during compilation

Version 2.2

  • 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

Version 2.1

  • Features:
    • Add documentation link
  • Bugfixes:
    • Fix display with low angle
    • (experimental) Fix ribbon not being offset

Version 2.0

  • Features:
    • Completly rewritten algorithm to better handle edge cases
    • Add wire alignment to float left or right
    • Add wire alignment priority toward nodes or pins
    • Add custom alignement for exec wires
    • Add option to disable pin offset
    • Improve bubbles draw on angles
    • Add zoom threshold to display bubbles
    • Make execution bubbles bigger than custom bubbles
  • Bugfixes:
    • Fix edge cases where small wires does weird things
    • (experimental) Make ribbons not split when coming from the same node

Version 1.1

  • Features:
    • Change the horizontal offset of wires
    • Bubbles customization (movement style, size, speed, space)
    • Specify wirestyle for exec wire
    • (experimental) Ribbon style (offset overlapping wires)
  • Bugfixes:
    • Fix offset on junctions when zoom out

Version 1.0

  • Features:
    • Simple wiring style (90° corners)
    • Complex wiring style (45° corners)
    • Draw moving bubbles on wires
    • Change the radius or wires

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electronicnodes's Issues

No hover on short wires

Hover are disabled on corners of wires to be a bit cheaper on performance.

Thing is it's also missing on short link, so you can't hover a short wire.
I'll just re-enable it.

Failed to rebuild as a project plugin

Describe the bug
I wanted to rebuild the plugin as a project plugin. It worked some days ago but now it seems it can't find 'AnimGraphConnectionDrawingPolicy.cpp'

here is the error log :
D:\git\Altexp\ALTEXP_UE4\Plugins\ElectronicNodes\Source\ElectronicNodes\Private\ENAnimGraphConnectionDrawingPolicy.h(8): fatal error C1083: Impossible d'ouvrir le fichier include�: 'AnimGraphConnectionDrawingPolicy.cpp'�: No such file or directory.

To Reproduce

  1. Copy "ElectronicNodes" folder from engine plugins to project plugins
  2. Try to rebuild from source

Environment (please complete the following information):

  • Unreal Engine version: 4.23
  • Operating System: Windows 10 64bits

Disable HotPatch by default

I'm not quite sure that a lot of people use the hotpatch feature a lot, and it sometimes can bring some bugs...
cf #44

I think I'll disable it by default (and of course, people will be able to activate it back)

Support for Control Rig

I love your plugin, but it seems to not activate with Control Rig graphs? While that is still an experimental feature in the form of a plugin, it is very much usable already and some of us are developing for it.

automatically straight wires

Is it possible to integrate a function so that wires are always straight? You always have to correct this manually with the "Q" key

Add support for custom graphs

Some users want to activate Electronic Nodes for a specific type of graph.

I should add an array of string for compatible graphs.

Connections disappear in control rig graph

Describe the bug
Selecting nodes in control rig graph causes connections to disappear.

To Reproduce

  1. Make some connections in a control rig
  2. Highlight the connected nodes

Expected behavior
The connections don't disappear.

Screenshots
image
image

Environment (please complete the following information):

  • UE 4.26.1
  • Windows 64bit

Additional context
Only happens in the control rig graph from what I could tell.

4.22 Android and iOS packaging warnings

Describe the bug
Building the plugin gives warnings on 4.22 when building for android / iOS - these use clang as compiler.

To Reproduce
Steps to reproduce the behavior:

  1. Package for Android

Expected behavior
No warnings shown

Screenshots
image

Environment (please complete the following information):

  • Unreal Engine version: 4.22
  • Operating System: Windows

Drop FPS in Editor

Describe the bug
In a few times, I got drop FPS when working on the blueprint, it causes slow down everything like adds a node, pan/zoom blueprint, open another blueprint, ... The more blueprint was open, the more FPS will drop. And when it too slow, it causes a crash.
I used the plugin "Electronic Nodes" with plugin "Assist Blueprint". For the first time, I thought the reason is plugin "Assist Blueprint" because it always auto - position when adds nodes and I turn off auto - position, but there aren't better. After that, I try to turn off one of each plugin. When your plugin was turned off ("Assist Blueprint" still on), the editor was smoother.

Expected behavior
This issue just happens sometimes, sometimes is fine and some don't. Just like the longer I work on, it will happen. Or I open too much blueprint (like 7-8 blueprint at once). But when I report this issue, I just open 1.

Screenshots
https://drive.google.com/open?id=1_wlvh4A2ZUVLL6xF-MbcHD6mHyTUtaU2
https://drive.google.com/open?id=1vEgsMlCTG8Dx2TthQZcKlDwyUKEESX11
https://drive.google.com/open?id=1jG-ZxiqElXgJkxbbYwmblPVBTBaXKzGp
Blueprintue : https://blueprintue.com/blueprint/3etrak3e/

Environment (please complete the following information):

  • Unreal Engine version: 4.21
  • Operating System: Window 64bit
  • PC Specs
    Mainboard GIGABYTE Z390 AORUS ULTRA LGA1151v2
    CPU INTEL Core i7 8700k Coffeelake 3.7GHz
    RAM HyperX Predator RGB 2x8Gb 3200MHz
    VGA GIGABYTE GeForce RTX™ 2080 SUPER AORUS 8G
    SSD WD Black SN750 250G M.2 NVMe PCIe
    PSU Corsair RM750 80 Plus GOLD 80 PLUS GOLD
    Case Lian Li PC-011 DYNAMIC Black
    Cooling Corsair Hydro Series™ H150i Pro RGB 360mm

Connections disappear in Animation State Machine

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:
It's easiest to just open the 3rd person example
Open ThirdPerson_AnimBP
Open the default animation state machine (Animation Graphs -> AnimGraph -> Default)
Connections aren't there

Screenshots
image

Environment (please complete the following information):

  • UE 4.26.1
  • Windows 64bit

Additional context
Add any other context about the problem here.

Experimental UE5 support

Since more and more people want to use Electronic Nodes on UE5, I'm adding experimental support to it.

As UE5 is not production ready (nor the marketplace allow official support of it), it's just experimental, meaning it could break at any UE5 update.

Problem with packaged UE4 projects not loading

After packaging a project in the stock version 4.24 of the Unreal Engine, it appears, that I'm somehow unable to start the packaged game. Whenever I try to start it, the windows loading icon pops up for a few seconds, but the game isn't loading at all.
Disabeling the plugin before packaging fixed the problem for me, but you always have to load up the editor twice in order to enable, disable it.

To Reproduce

  1. Package a project in the development build configuration.
  2. After the packaging is done go ahead and try launching the now packaged project using the .exe.
  3. You can now see the windows loading icon for a few seconds, but nothing else.

Expected behavior
Normaly, the game should launch after executing the .exe.

Environment (please complete the following information):

  • Unreal Engine version: 4.24
  • Operating System: Windows 64bits

[BUG] Invisible Transition in Annim BP

Describe the bug
Once the plugin is installed the line of the transitions desapears .

To Reproduce
Install and enable the plugins
Open or create an annim Bp and go inside the state machine .
creates rules and link them togethers .

Expected behavior
Lines of the transitions should appears .

Screenshots
With the Plugin Off :
proof1

With the Plugin On :
proof2

Used settings :
settings

Environment (please complete the following information):

  • Unreal Engine version: Ue 4.26.1
  • Operating System: Windows 64bits

Additional context

Even if i chooses to in the plugins options to desable it for annim graph ( or for everythings ) it still hide transition . Only way is to desable the plugins wich make my life harder .

Startup pop-up crashes the engine in Commandlet mode

Describe the bug
Title says it all.

To Reproduce

  1. Enable the plugin
  2. Remove the .ini file used to determine first launch (simulate a first launch)
  3. Launch a commandlet

Expected behavior
The plugin does not crash the engine.

Environment (please complete the following information):

  • Unreal Engine version: 4.26 and 5.00
  • Operating System: Windows 10

Have to disable to push build

Remember to be specific and concise.
Loving your plugin but anytime I push my build to my team I have to disable it otherwise the individuals who do not have the plugin cannot load the project on 4.22.3

Better organization of many in-nodes

After using the plugin for quite a while now I gotta say that I love it and I've been recommending to everyone that wants a more organized blueprint. The text below is my only issue with the plugin and something that really really bothers me and I hope you can solve it :)

Would it be possible to have a better treatment of in-nodes? Currently it's common to have a situation that looks like this:

UE4Editor_Jb4T8Q8TNN

But when you drag the node a bit further we can have a MUCH cleaner look like this:

UE4Editor_sR3gVcL31t

Even tho the second effect could be achieved in the first image the plugin currently doesn't do a very good job at untangling these situations. And in those cases we could end up with very unnecessary space between our nodes just to have a cleaner look.

Compatibility with Node Graph Assistant

Hey man, sorry for the second issue on your other plugin :P

While trying out Electronic Nodes alongside the absolutely amazing Node Graph Assistant I found some incompatibilities.

https://youtu.be/ia3JR2hNil0

For instance the auto-snap node and line recoloring do not work when Electronic Node is turned on. Could you add support for Node Graph Assistant? That's a really amazing must-have plugin for working with nodes.

Crash when launching on a Oculus Quest

Describe the bug
I'm not sure if this perhaps is expected behaviour, but thought I'd mention it. When I try to launch a build on a Oculus Quest device (Android / Vulkan) the process crashes once the app is about to start on the headset.

To Reproduce
Just Press launch and wait for the build and upload to finish, then once the headset is activated it crashes immediately.

Expected behavior
Built app should start, and does so without problem once I disable the plugin from UE4.

Environment (please complete the following information):

  • Unreal Engine version: UE 4.24.3
  • Operating System: Windows 10 x64

Additional context
A snipet of the last bit of the output log:

`LogPlayLevel: 04-06 18:09:45.059 21385 21402 D UE4 : FAndroidGPUInfo

LogPlayLevel: 04-06 18:09:45.059 21385 21402 D UE4 : AndroidEGL::InitSurface 0, 0

LogPlayLevel: 04-06 18:09:45.059 21385 21402 D UE4 : AndroidEGL::InitSurface, Using width: 2880, height 1600

LogPlayLevel: 04-06 18:09:45.059 21385 21402 D UE4 : [GameActivity] [JAVA] - SetDesiredViewSize width=2880 and height=1600

LogPlayLevel: 04-06 18:09:45.059 21385 21402 D UE4 : AndroidEGL::InitSurface, wnd: 0x7fa6059410, width: 2880, height 1600

LogPlayLevel: 04-06 18:09:45.059 21385 21402 D UE4 : AndroidEGL::CreateEGLSurface(0), eglSurface = eglCreatePbufferSurface(), 8x8

LogPlayLevel: 04-06 18:09:45.059 21385 21402 D UE4 : AndroidEGL::CreateEGLSurface(0), auxSurface = eglCreatePbufferSurface(), 8x8

LogPlayLevel: Error: 04-06 18:09:45.312 21385 21402 D UE4 : LogPluginManager: Error: Unable to load plugin 'ElectronicNodes'. Aborting.

LogPlayLevel: 04-06 18:09:45.344 21385 21402 D UE4 : Assertion failed: false [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Launch/Private/Android/LaunchAndroid.cpp] [Line: 463]

LogPlayLevel: 04-06 18:09:45.344 21385 21402 D UE4 : Engine Preinit Failed

LogPlayLevel: 04-06 18:09:45.344 21385 21402 D UE4 : Assertion failed: false [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Launch/Private/Android/LaunchAndroid.cpp] [Line: 463]

LogPlayLevel: 04-06 18:09:45.344 21385 21402 D UE4 : Engine Preinit Failed

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error: === Critical error: ===

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error:

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error: Assertion failed: false [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Launch/Private/Android/LaunchAndroid.cpp] [Line: 463]

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error: Engine Preinit Failed

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error: [Callstack] 0x0000007F824E6C7C libUE4.so(0x0000000004B60C7C)!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...) []

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error: [Callstack] 0x0000007F81D5C338 libUE4.so(0x00000000043D6338)!AndroidMain(android_app*) []

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error: [Callstack] 0x0000007F81D69FCC libUE4.so(0x00000000043E3FCC)!android_main() []

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error: [Callstack] 0x0000007F81D8D95C libUE4.so(0x000000000440795C)Unknown []

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error: [Callstack] 0x0000007FA6723458 libc.so(0x0000000000076458)Unknown []

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error: [Callstack] 0x0000007FA66CB208 libc.so(0x000000000001E208)Unknown []

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error:

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error:

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error:

LogPlayLevel: Error: 04-06 18:09:45.345 21385 21402 D UE4 : LogAndroid: Error:

LogPlayLevel: 04-06 18:09:45.365 21385 21402 D UE4 : LogAndroid: FAndroidMisc::RequestExit(1)

LogPlayLevel: Took 0.2768376s to run adb.exe, ExitCode=0

LogPlayLevel: Running: C:\NVPACK\android-sdk-windows\platform-tools\adb.exe -s 1PASH9AAD99114 logcat -d`

Unnecessary #include ".cpp"

Hi!

Found recently this line in ENAnimGraphConnectionDrawingPolicy.cpp:3
#include "AnimGraphConnectionDrawingPolicy.cpp"

Is this necessary to include this .cpp file into other .cpp? In 4.25 I see not so much reasoning for this (no reasons at all to be clear).
What was the point doing so?

Source code of included file:
Source

Hidden connection arrows in State Machine view with Logic Driver plugin

Electronic Nodes plugin conflicts with Logic Driver Plugin.
Logic Driver StateMachine view doesn't have any connection node visual.

Steps to reproduce the behavior:

  1. Install Logic Driver plugin
  2. Create or open a StateMachine asset
  3. Try to make any connection on State Machine graph
  4. See no connection is drawn.

Expected behavior
In-plugin style State Machine connections are visible (Electronic Nodes override style / Logic Driver native style)

Screenshots
image

Environment (please complete the following information):

  • Unreal Engine version: 4.26
  • Operating System: Windows 10 64bits

UE5 change to FGraphSplineOverlapResult breaks compilation

Describe the bug
The constructor for FGraphSplineOverlapResult now has an additional parameter (bool InCloseToSpline) that was not present in 4.X. This causes building for UE5 to fail.

To Reproduce
Steps to reproduce the behavior:

  1. Download/Install a fresh copy of ElectronicNodes for UE 4.27.0
  2. Follow build steps from https://github.com/hugoattal/ElectronicNodes/wiki/How-to-install-Electronic-Nodes-on-previous-version-of-the-engine%3F-On-custom-build%3F for UE 5.0.0 Early Access 2
  3. When building fails, logs will show

[4/7] Module.ElectronicNodes.cpp C:/BUILDPATH/HostProject/Plugins/ElectronicNodes/Source/ElectronicNodes/Private/ENConnectionDrawingPolicy.cpp(151): error C2440: '<function-style-cast>': cannot convert from 'initializer list' to 'FGraphSplineOverlapResult' C:/BUILDPATH/HostProject/Plugins/ElectronicNodes/Source/ElectronicNodes/Private/ENConnectionDrawingPolicy.cpp(151): note: No constructor could take the source type, or constructor overload resolution was ambiguous

Expected behavior
Build completes successfully

Environment (please complete the following information):

  • Unreal Engine version: UE 5.0.0 Early Access 2
  • Operating System: Windows 64bits

Additional context
I understand that this is not a priority, and it would not make sense to fix this in the baseline as it will break the project for UE_4.X. I just wanted this documented in case it helps someone else trying to perform this build.

This can be fixed/bypassed by updating ENConnectionDrawingPolicy.cpp line 151:
... = FGraphSplineOverlapResult(..., ..., ..., ..., ..., false);
Documentation on the new constructor is here:
https://docs.unrealengine.com/5.0/en-US/API/Editor/GraphEditor/FGraphSplineOverlapResult/
The added item is:
bool InCloseToSpline

Can't build Cpp project, when this plugin installed on engine.

Describe the bug
I have cpp project, in this project Electronic Nodes plugin isn't enabled. When i'm trying to build project, i've got this error:

UE_4.24\Engine\Plugins\Marketplace\ElectronicNodes\Source\ElectronicNodes\ElectronicNodes.Build.cs(8,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'ElectronicNodes'
ERROR: Unable to compile source files.

To Reproduce
Steps to reproduce the behavior:

  1. Create cpp project with 4.24.2 engine.
  2. Install plugin to 4.24.2 engine, so plugin won't be enabled for this project.
  3. Try to build cpp project.

Environment (please complete the following information):

  • Unreal Engine version: 4.24.2
  • Operating System: Windows 10 x64 Version 1909

Keyboard key press in BP editor crashes the engine

Describe the bug
When editing a blueprint with the plugin enabled, a key press (for example spacebar) will cause a crash.

To Reproduce
Steps to reproduce the behavior:

  1. Open a blueprint
  2. In the BP editor, press a keyboard key

Expected behavior
The engine doesn't crash.

Environment (please complete the following information):

  • Unreal Engine version: 4.26 and 5.00
  • Operating System: Windows 10

Additional context
Sample callstack in UE 4.26

 	UE4Editor-GraphEditor.dll!SGraphPanel::OnKeyDown(struct FGeometry const &,struct FKeyEvent const &)	Unknown
>	[Inline Frame] UE4Editor-Slate.dll!FSlateApplication::ProcessKeyDownEvent::__l28::<lambda_974dd60229d5d11aefc6f02ee913bb42>::operator()(const FArrangedWidget &) Line 4329	C++
 	UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_974dd60229d5d11aefc6f02ee913bb42>>(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FKeyEvent EventCopy, const FSlateApplication::ProcessKeyDownEvent::__l28::<lambda_974dd60229d5d11aefc6f02ee913bb42> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 383	C++
 	[Inline Frame] UE4Editor-Slate.dll!FEventRouter::RouteAlongFocusPath(FSlateApplication *) Line 351	C++
 	UE4Editor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 4325	C++
 	UE4Editor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 4222	C++
 	UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2013	C++
 	UE4Editor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2642	C++
 	UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1046	C++
 	UE4Editor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 878	C++
 	user32.dll!00007ffe94dde858()	Unknown
 	user32.dll!00007ffe94dde299()	Unknown
 	[Inline Frame] UE4Editor-ApplicationCore.dll!WinPumpMessages() Line 108	C++
 	UE4Editor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 130	C++
 	UE4Editor.exe!FEngineLoop::Tick() Line 4748	C++
 	[Inline Frame] UE4Editor.exe!EngineTick() Line 62	C++
 	UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 169	C++
 	UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 257	C++

Sample callstack in UE 5.00

 	00000000000001a8()	Unknown
>	[Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_dac6159b32b81279ed2c2188b7d12859>::operator()(const FArrangedWidget &) Line 4349	C++
 	UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_dac6159b32b81279ed2c2188b7d12859>>(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FKeyEvent EventCopy, const FSlateApplication::ProcessKeyDownEvent::__l22::<lambda_dac6159b32b81279ed2c2188b7d12859> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 385	C++
 	[Inline Frame] UnrealEditor-Slate.dll!FEventRouter::RouteAlongFocusPath(FSlateApplication *) Line 353	C++
 	UnrealEditor-Slate.dll!FSlateApplication::ProcessKeyDownEvent(const FKeyEvent & InKeyEvent) Line 4345	C++
 	UnrealEditor-Slate.dll!FSlateApplication::OnKeyDown(const int KeyCode, const unsigned int CharacterCode, const bool IsRepeat) Line 4256	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2031	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2689	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1872	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 896	C++
 	user32.dll!00007ffe94dde858()	Unknown
 	user32.dll!00007ffe94dde4ee()	Unknown
 	InkObj.dll!00007ffdbca77e19()	Unknown
 	atlthunk.dll!00007ffe704f10b8()	Unknown
 	user32.dll!00007ffe94dde858()	Unknown
 	user32.dll!00007ffe94dde299()	Unknown
 	[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 109	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 131	C++
 	UnrealEditor.exe!FEngineLoop::Tick() Line 4961	C++
 	[Inline Frame] UnrealEditor.exe!EngineTick() Line 62	C++
 	UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 171	C++
 	UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 257	C++

Wrong display for wire with low angle

Wires with low angle are drawn are straight line, even when the endpoint is far from being in the direction of the startpoint.

image

Fixed, will be release in 2.1

Freezing when using Swap node left/right when moving in front of or behind something with multiple node directions (ex: a montage)

Describe the bug
When Swap node left/right on something like a print string, is the user moves it to code with multiple node directions (ex montage: completed, interrupted, on notify begin, ect..) the project will crash

To Reproduce
Steps to reproduce the behavior:

  1. Go to a blueprint
  2. Click on a print string
  3. use control shift and the left or right arrow to move the print string in front of or behind a montage
  4. See error

Expected behavior
Swap node left/right works on code with multiple nodes directions

Screenshots
Swap node left/right crashes on code with multiple nodes directions

Environment (please complete the following information):

  • Unreal Engine version: UE 4.22
  • Operating System: Windows 64bits

Additional context
The problem seems to get worse with more stuff present (if the engine is working harder)
had a repro rate of 5/5
Tested it on another users computer, same result. Although we were working on the same project.
Feel free to reach out - [email protected] or discord bitb#2584

Packaged game issue with the plugin

Packaged game doesn't start because electronic nodes plugin is not loaded. Didn't have any issue like this on 4.23

Unreal engine version: 4.24.

Expected behavior
Packaged game shouldn't contain any info about electronic nodes editor plugin.

Log

LogPluginManager: Error: Unable to load plugin 'ElectronicNodes'. Aborting.
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.
LogModuleManager: Shutting down and abandoning module RenderCore (30)
LogModuleManager: Shutting down and abandoning module Landscape (28)
LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (26)
LogModuleManager: Shutting down and abandoning module OpenGLDrv (24)
LogModuleManager: Shutting down and abandoning module D3D11RHI (22)
LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (20)
LogModuleManager: Shutting down and abandoning module Renderer (18)
LogModuleManager: Shutting down and abandoning module Engine (16)
LogModuleManager: Shutting down and abandoning module CoreUObject (14)
LogModuleManager: Shutting down and abandoning module NetworkFile (12)
LogModuleManager: Shutting down and abandoning module CookedIterativeFile (10)
LogModuleManager: Shutting down and abandoning module StreamingFile (8)
LogModuleManager: Shutting down and abandoning module SandboxFile (6)
LogModuleManager: Shutting down and abandoning module PakFile (4)
LogModuleManager: Shutting down and abandoning module RSA (3)
LogExit: Exiting.
Log file closed, 01/01/20 21:52:44

Compilation does not work on 4.18

E0135	class "FString" Not have "ToString" Member	MZEducation	E:\new_Work2\Plugins\ElectronicNodes\Source\ElectronicNodes\Private\ENConnectionDrawingPolicy.cpp	67
C2039	“ToString”: Not have “FString” Member	MZEducation	E:\new_Work2\Plugins\ElectronicNodes\Source\ElectronicNodes\Private\ENConnectionDrawingPolicy.cpp	67
on 65-75:
if (ElectronicNodesSettings.OverwriteExecWireStyle)
{
	if (((Params.AssociatedPin1 != nullptr) && Params.AssociatedPin1->PinType.PinCategory.ToString() == "exec") ||
	((Params.AssociatedPin2 != nullptr) && Params.AssociatedPin2->PinType.PinCategory.ToString() == "exec"))
	{
		if (ElectronicNodesSettings.WireStyleForExec != EWireStyle::Default)
		{
			WireStyle = ElectronicNodesSettings.WireStyleForExec;
		}
	}
}

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