Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Issue with socket definitions #37

Closed
sinanata opened this issue Apr 9, 2024 · 8 comments
Closed

Issue with socket definitions #37

sinanata opened this issue Apr 9, 2024 · 8 comments
Assignees
Labels
question Further information is requested

Comments

@sinanata
Copy link

sinanata commented Apr 9, 2024

Thanks for the great effort. It's an insane open-source product. I'm just unable to locate this little guy over here. I tried using subgraphs as socket definitions, but they are not working.

Screenshot 2024-04-09 163725

@Nebukam
Copy link
Owner

Nebukam commented Apr 9, 2024

Howdy @sinanata !
The issue is not on your end, I simply haven't updated the documentation to reflect the latest changes on how custom graphs are handled >.<

Previously there was a monolithic, poorly flexible approach where you'd declare sockets as entries within an array; now sockets are created as individual nodes and then "gathered" into a graph param object.

I created a very basic blueprint example here (for 5.3, not sure it'll copy-paste as-is in 5.4 but I can do one in 5.4 if that's more helpful ^^)

The plugin now comes with a few "preset" subgraphs that contains basic socket configurations, but those still need to be assembled (as seen in the example) for the custom graph to be built.
You can enable/disable either Draw Custom Graph or Draw Edges to better get a sense of what gets generated.

One last note: socket do have a radius, if it looks like it doesn't work, use a greater radius value. On the other end, if the radius is too big and encompass too many neighbors, performance will tank. You need to do a bit of trial and error to find the sweet spot for your specific setup ;)

There's still a massive lack on documentation around what edge types are (roaming/shared/complete etc), so stay tuned and feel free to start a discussion in the repo I'll make sure to answer there!

@Nebukam Nebukam self-assigned this Apr 9, 2024
@Nebukam Nebukam added the question Further information is requested label Apr 9, 2024
@sinanata
Copy link
Author

sinanata commented Apr 9, 2024

This is exactly what I was looking for. Cheers from Istanbul.

@sinanata
Copy link
Author

Hey, I could get it to work, but I'm facing another issue with Guided Trace. I have custom attributes such as TracedLocation, but I can't copy and apply them as the position of my points. Any idea how?

Screenshot 2024-04-10 195920
Screenshot 2024-04-10 195938

@sinanata
Copy link
Author

Never mind, I solved it by creating a custom blueprint function.
image

@Nebukam
Copy link
Owner

Nebukam commented Apr 10, 2024

For future reference, I think what you were looking for is the Copy Attribute node ;)

image

@sinanata
Copy link
Author

I couldn't get it to work; I'm probably making a mistake with attribute selection. How would you operate with this?

@Nebukam
Copy link
Owner

Nebukam commented Apr 10, 2024

Just like in the screenshot: Target Source is basically what gets read, and Output Target where it gets written. If you encounter issues with native PCG nodes I'd recommend heading the the Unreal Source discord, in their #pcg-framework channel, tons of helpful folks there :D

@sinanata
Copy link
Author

I'll def go there. Thanks

@Nebukam Nebukam closed this as completed May 26, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
question Further information is requested
Projects
None yet
Development

No branches or pull requests

2 participants