Comments (3)
Done!
from electronicnodes.
from electronicnodes.
Yes, as Lucas stated, this is not possible yet...
Here's what happen with "standard" blueprints:
1. Default wire style
2. Electronic nodes wire style injection
Here's what happen with "plugins" blueprints:
1. Default wire style
2. Electronic nodes wire style injection
3. Plugin wire style injection
So the plugin define the wire style AFTER Electronic Nodes. And based on my knowledge, it's not possible to bypass it yet without recompiling the whole engine. Here's two possible ways I can bypass that:
- Either I find a big C++ hack to bypass it (I didn't find one yet)
- Or the Unreal Engine evolve to be able to inject the wire style after the plugin
from electronicnodes.
Related Issues (20)
- 1px wire offset where pin offset ends at high resolution HOT 4
- Recompile manually failed on UE5 Preview 2 HOT 3
- Can't complie C++ project because this pulg-in in ue5 HOT 7
- Node link highlighting does not work when plugin is enabled but not activated HOT 3
- Plugin need to be compiled at every compilation HOT 7
- PackagingResults: Error HOT 8
- Compile Failures HOT 5
- HEROBRINE SEE YOU HOT 1
- Broken in UE 5.1 Preview1 HOT 1
- Prepare 5.1 compatibility HOT 3
- No icon button int ue5.1 HOT 1
- Add spline type selection for wires bellow min distance HOT 1
- Warning and failure to load global config when global config is turned on. HOT 2
- Global Setting doesn't ask to check out Settings.ini when source control is enabled HOT 4
- Says it's Unavailable? HOT 2
- Broken 5.3 compatibility HOT 1
- Plugin prevents MetaSound graph animations from playing HOT 6
- Can this be used with metasounds? HOT 2
- Bubble only for exec nodes HOT 2
- UE5.3.1 with rider compilation error HOT 1
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