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Master activate switch does not correctly disable the plugin #52
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Thank you for reporting this issue! Yes, the "Use Hot Patch" feature actually modify the engine in a non-reversible way (unless restarting it), resulting in this white wires when the plugin is disabled. But the Master Activate should disable the hotpatch as well. I'll try to reproduce and fix this quickly. |
Fixed by 3.6 ! |
Hi, I'm using UE4.27 and Electronic Node Plugin, so the Epic Games Store install 3.5 for me. |
@wxz97121 Soooo, for whatever reason 3.6 only made it to UE5.0... I'm sorry for this, I didn't notice. I'm updating the 4.26 and 4.27 version to 3.6. It should be available in ~24h. (In the meantime, if you really need it now, you need UE5.0 to download EN3.6) |
Thanks! I will check it out~ 😄 |
After disabling the "Master activate switch", the wire styling reverts to the unreal default style, but in the Blueprint editor all wire including value wires becomes white, and every wire gets a white arrow to its end.
To Reproduce
Expected behavior
Pressing the "Master Activate" switch should act as its description. It should deactivate the whole plugin, and the wire styles should completely revert to the unreal engine default.
Environment:
Additional context
The "Master Activate" switch correctly worked for in our previous project where the Electronic Nodes version 2.6 was installed. We are working in a team, and some members prefer the Unreal styling while other the Electronic Nodes styling. Previously you were able to disable locally the plugin with "Master Activate" without needing to disable the plugin in .uproject.
Workaround
You have to disable "Use Hot Patch" before pressing "Master Activate", because "Use Hot Patch" option becomes grayed out when "Master Activate" is disabled. With "Use Hot Patch" disabled, "Master Activate" works correctly.
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