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Hugo ATTAL edited this page Apr 27, 2021 · 18 revisions

Frequently Asked Questions of Electronic Nodes plugin

How to activate the plugin?

If you're still with the old wire style, you might need to activate the plugin Edit/Plugins/.

Find "Electronic Nodes" (you can search it in the top right corner) and enable it. You'll need a restart.

How can I make Electronic Nodes to be applied on every project?

Find the plugin installation folder, it should be something like: D:\Program Files\Epic Games\UE_4.26\Engine\Plugins\Marketplace\ElectronicNodes.

Open the ElectronicNodes.uplugin file with a text editor and add "EnabledByDefault": true, bellow the "Installed": true, line.

How can I change the wire style?

You can find this in Edit/Editor Preferences/Plugins/Electronic Nodes Plugin/Wire Style.

How can change the radius of the corners? The horizontal offset? The bubbles speed?

You can find every option in Edit/Editor Preferences/Plugins/Electronic Nodes Plugin.

How can I activate/disable the arrows?

It's actually a built-in option of U4.

You can find it under Edit/Editor Preferences/Content Editors/Blueprint Editor/Draw midpoint arrows in Blueprints.

Does it work on the material editor?

Yes! It works both on Blueprints and materials!

What if I stop using the plugin?

Then your blueprints will go back to previous behavior (aka spaghetti).

The plugin only modify how the engine render the wires, it does not modify your project! (So you can use it while your colleague doesn't have the plugin)

Is it compatible with other plugins (like Blueprint Assist or Node Graph Assistant)?

Yes it is... to some extents. Electronic Nodes is 100% compatible with BPA. But there's some feature of NGA that may be missing. To make the most of both plugins, you can set a master activate/deactivate shortcut for Electronic Nodes (on Editor Preferences/Keyboard shortcuts), so that you can temporarily deactivate Electronic Nodes. You'll also need to disable "Use Hot Patch" on the Electronic Nodes settings and restart your engine.

How to install Electronic Nodes on previous version of the engine? On custom build?

You'll have to compile the plugin for your engine, don't worry, it's really simple.

  • Download the latest engine version (so that you get the last version of the plugin)
  • Install "Electronic Nodes" on that engine version
  • You'll find the plugin folder under C:\Program Files\Epic Games\UE_4.23\Engine\Plugins\Marketplace (or equivalent)
  • Copy the folder ElectronicNodes into a project with an old engine version under the folder Plugins (Create it at the same level of the .uproject file if it does not exist)
  • Launch the project with the old Unreal Engine, it will rebuild the plugin for that engine version
  • Once done, copy the folder ElectronicNodes in your project inside the "Marketplace" folder of your old Engine version

For a more comprehensive tutorial, go here 😉

The compilation of the plugin fail...

Go in your project folder and edit the file Plugins/ElectronicNodes/ElectronicNodes.uplugin.

Change the value of EngineVersion to whatever engine version you're using (ex: "EngineVersion": "4.20.0")

You can also try to remove the Binaries and Intermediate folders from the ElectronicNodes folder.

The compilation of the plugin fail with class "FString" Not have "ToString" Member

Well you may have a pretty old version of the engine... (4.18 for instance)

  • Solution 1: just use the (pretty old) version of Electronic Nodes for the 4.20. There're less features, but it should compile fine.

  • Solution 2: update the code

    • Find the ENConnectionDrawingPolicy.cpp file inside Plugins/ElectronicNodes/Source/ElectronicNodes/Private
    • Open it with a code editor (notepad, notepad++, sublime text, visual studio, whatever)
    • Replace every instance of .ToString() == "exec" by .Equals(TEXT("exec"))
    • Save and delete the folder Binaries and Intermediate from /Plugins/ElectronicNodes
    • Launch your project.

I'm using Linux, how can I get the plugin to work?

Well, there's no official, nor (working) unofficial way I'm aware of that allows you to download marketplace content directly for Linux...

It's on Epic side, I can't do much about it... but still, the plugin should work on Linux. Here's what you can do:

  • Obtain the asset
    • Solution 1: you have a VM with windows, you install the launcher and download the asset
    • Solution 2: you have a friend with windows, you ask him to install the launcher and download the asset
  • Follow the "How to install Electronic Nodes on previous version of the engine? On custom build?" section

I can't package my game with the plugin activated

There can be two reasons for this:

  • Your project is blueprint based.
    • Solution: In this case, just create a dummy C++ class and delete it right away. It won't change anything for your project, but you won't have any compilation problem.
  • You updated from an old version of Electronic Nodes.
    • Solution: The settings format changed, so just go to "Edit/Editor Preferences/Electronic Nodes", change anything and save it to update the saved settings.

How can I help you with the plugin?

Give some feedback and speak about it on social networks and with your colleagues :)