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ue4-node-graph-assistant's Issues

Editor crash when connecting enum pin from custom event to equals node

NodeGraphCrash

Connecting the pins between custom event and == node as shown in the screenshot will consistently freeze the editor and eventually lead to a crash with the following stack trace:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UE4Editor_NodeGraphAssistant!NGAInputProcessor::TryProcessAsAutoConnectMouseUpEvent() [D:\Build\++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\NodeGraphAssistant\Source\Private\NGAInputProcessor.cpp:1885]
UE4Editor_NodeGraphAssistant!NGAInputProcessor::HandleMouseButtonUpEvent() [D:\Build\++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\NodeGraphAssistant\Source\Private\NGAInputProcessor.cpp:2819]
UE4Editor_Slate!FSlateApplication::InputPreProcessorsHelper::PreProcessInput() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:6900]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5349]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5321]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2178]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2642]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1046]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:878]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4748]
UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Alt-V paste - does not always work

Alt-V paste does not always work/works intermittently. Ctrl-c then Alt-v (to copy nodes with connections)

sometimes will work for the first or second Alt-V paste then stops

BTW - love this plugin, saves me so much time - well done DEV!

Insert node operation appears to have never fully finished

Hi,

First off, I started using this plugin yesterday, and find it incredibly useful.

This morning I had just connected a couple of nodes using Auto Connect. I compiled the blueprint and went to start PIE, and it told me "Can't Play In Editor when performing Insert node operation".

Breaking EULA, would suggest converting to a PR

Hey there,

These changes are really nice, however, I would suggest converting this to a pull request as you are breaking the UE4 EULA by having this much engine code publicly available. Additionally by having it as a PR it makes integrating it into users source versions of the engine a breeze.

Regardless, loving the changes, brings some much needed improvements to UE!

Feature Request: Connect two or more selected nodes

Hey

Thank you for this nice plugin. It's really handy.
While using it we ran into a situation where we thought: "That would be nice to have". One of those "nice to have" things would be the ability to connect selected nodes by using a shortcut. This would be really helpful if you got quite a few nodes close to each other with compatible pins (all floats, ints, etc.). Being able to just select the nodes we want to connect would be a bit easier and faster than wiring them in or trying to correctly position them for the auto connect feature.
Usage Example:
image

Thank you for your work!

Feature request: Node deletion and insertion

Something I really miss is a feature to delete a node but reconnect input and output exec wires.

e.g. I want to delete the debug-print I inserted between two nodes, press shift-delete and the node gets deleted and the input and output wire connected

related: inserting a node "on" a wire. e.g. I want to insert a temporary debug node between two nodes. I drag the debug node on a wire, the wire gets hilighted and on release gets inserted between nodes.

Insert node on wire isn't working for me in UE 5.0.2 (electronic node compatiability)

I am new to using this plugin, so it's very likely just user error and me being dumb or something.

I am trying to do "Insert Node on Wire" as shown in example 16 here

https://github.com/pdlogingithub/UE4-Node-Graph-Assistant/blob/master/README.md

I am in a material, using a single scalar and abs and trying to add an add node. It just never connects like that for me.
I also tried using a regular blueprint actor and inserting a print string node between 2 other nodes that were connected.

I am in a pretty new UE project and the only other plugin I have enabled is electronic nodes. Which I don't think should be interfering with this. As most every other Node Graph Assistant plugin is working except for "insert node on wire".

Here are my settings.
https://i.imgur.com/lWlJ4H6.png

AutoConnect works fine for me when I move nodes close together. Also my blueprint editor visually show it should be on. https://i.imgur.com/aqZqLYG.png
I've restarted my editor a few times too.

Any suggestions on things for me to check or try differently? I'll keep trying and post here with any updates.

License / OS Question

What license does this plugin have?
First you had the Sources included, now you've deleted it - so is it open source or not?

[Suggestion] Select everything below or after

It would be great to have a shortcut to select everything after or below the current selected node.
Sometimes it useful to move a huge part of nodes, but MMB shortcut selects only connected nodes and not all nodes after them.

Issue with Alt+MiddleClick (break pin) and AutoSizeComments graph node

Problem

Pressing Alt+MiddleClick inside the AutoSizeComment node does not work because it does not recognize the blank space inside the comment.

In NGAInputProcessor::InitEventContex to detect if the cursor is over blank space inside a comment, the plugin checks the index in the widget path. This doesn't work with the AutoSizeComment graph node because it is constructed differently and so node will not be at the same index in the widget path as the default SGraphNodeComment.

Solution

Instead we can check if the widget path contains a SInlineEditableTextBlock with a higher index, which is another way of checking if the cursor is hovering the title bar. This can be done by editing the branch at NGAInputProcessor.cpp:line 224

if (widgetName.Contains("Node") && widgetName.Contains("Comment"))
{
	ctx.IsCursorOnPanelEmptySpace = true;

	// if a previous widget in the path is a SInlineEditableTextBlock then the cursor is over the title bar
	for (int j = i; j < widgetsUnderCursor.Widgets.Num(); j++)
	{
		FString previousWidgetName = widgetsUnderCursor.Widgets[j].Widget->GetTypeAsString();
		if (previousWidgetName == "SInlineEditableTextBlock")
		{
			ctx.IsCursorOnPanelEmptySpace = false;
			break;
		}
	}
}

Support page link on addon listing is dead

Just thought you'd like to know that your "Support page" link on the addon listing page in the epic market is dead.

Since it doesn't look like you answer questions on the market I thought I'd mention it here instead.

Crash when auto connecting pins in 4.26

Hi I keep getting crashes in 4.26 every now and then. I haven't been able to replicate it consistently but it seems to be happening when auto connecting variables to function pins.

Here is the crash logs:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

0x00007ff9dd5d1e2c UE4Editor-NodeGraphAssistant.dll!NGAInputProcessor::TryProcessAsAutoConnectMouseUpEvent() [D:\Build++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\NodeGraphAssistant\Source\Private\NGAInputProcessor.cpp:1885]
0x00007ff9dd5b7da8 UE4Editor-NodeGraphAssistant.dll!NGAInputProcessor::HandleMouseButtonUpEvent() [D:\Build++Portal\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\NodeGraphAssistant\Source\Private\NGAInputProcessor.cpp:2819]
0x00007ffa12ee8e36 UE4Editor-Slate.dll!FSlateApplication::PollGameDeviceState() []
0x00007ffa12ef0307 UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent() []
0x00007ffa12ee3632 UE4Editor-Slate.dll!FSlateApplication::OnMouseUp() []
0x00007ffa2c22bcb5 UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage() []
0x00007ffa2c219197 UE4Editor-ApplicationCore.dll!FWindowsApplication::DeferMessage() []
0x00007ffa2c22e389 UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessMessage() []
0x00007ffa2c214310 UE4Editor-ApplicationCore.dll!FWindowsApplication::AppWndProc() []
0x00007ffa50ece858 USER32.dll!CallWindowProcW() []
0x00007ffa50ece299 USER32.dll!DispatchMessageW() []
0x00007ffa2c22f914 UE4Editor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages() []
0x00007ff620c78848 UE4Editor.exe!UnknownFunction []
0x00007ff620c9117c UE4Editor.exe!UnknownFunction []
0x00007ff620c9125a UE4Editor.exe!GuardedMainWrapper() []
0x00007ff620ca52bd UE4Editor.exe!InitializeModule() []
0x00007ff620ca7fea UE4Editor.exe!InitializeModule() []
0x00007ffa4fdc7034 KERNEL32.DLL!BaseThreadInitThunk() []
0x00007ffa51b42651 ntdll.dll!RtlUserThreadStart() []

Crashed during NGA code

I just had a crash that seems to be NGA related.

Here's the crash log:

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 1 from an array of size 1

UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!AssertFailedImplV() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:445]
UE4Editor_UnrealEd!DispatchCheckVerify<void,<lambda_2519354e8d7c841a0a01de7e75d057d0> >() [d:\build++ue4\sync\engine\source\runtime\core\public\misc\assertionmacros.h:165]
UE4Editor_UnrealEd!UTransBuffer::Cancel() [d:\build++ue4\sync\engine\source\editor\unrealed\private\editortransaction.cpp:1248]
UE4Editor_NodeGraphAssistant!<lambda_9d8bcbb01b314107d512b77a8be9f2bb>::operator()() [d:\build++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\nodegraphassistant\source\private\ngainputprocessor.cpp:1462]
UE4Editor_NodeGraphAssistant!NGAInputProcessor::Tick() [d:\build++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\nodegraphassistant\source\private\ngainputprocessor.cpp:2698]
UE4Editor_Slate!FSlateApplication::InputPreProcessorsHelper::Tick() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:7678]
UE4Editor_Slate!FSlateApplication::FinishedInputThisFrame() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1637]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:4235]
UE4Editor!GuardedMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\launch.cpp:173]
UE4Editor!GuardedMainWrapper() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:147]
UE4Editor!WinMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:279]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Add on wire with shortcut causes crash.

Hi,

When using the "add on wire" feature with keyboard shortcuts, the editor crashes. No crash happens if the same node is placed on the wire via the context menu. Tested in 4.24.1

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\UE4\GPULM-src\UnrealEngine\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614] Array index out of bounds: 1 from an array of size 1

UE4Editor_Core
UE4Editor_Core
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_NodeGraphAssistant!<lambda_3148305638c34bafbe98f92f80a1f800>::operator()() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\nodegraphassistant\source\private\ngainputprocessor.cpp:2169]
UE4Editor_NodeGraphAssistant!NGAInputProcessor::Tick() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\nodegraphassistant\source\private\ngainputprocessor.cpp:2698]
UE4Editor_Slate
UE4Editor_Slate
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

Alt-C connection

More a feature request - When connecting multiple nodes to say an Enum Switch, it often Alt-C connects in a random order. Wonder if this could be solved that they connect in the order of the nodes it is connecting to from top to bottom?

This particular example is a lot of course but it happens on smaller selections also

image

5.3 version

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