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When the plugin is enabled but not activated, node links do not get highlighted when moused over. Only the node pin the mouse is closer to along the link gets lit up.
To Reproduce
Install the plugin to a new project.
Go to Edit > Editor Preferences... > Electronic Nodes Plugin > Uncheck Master Activate.
Restart the editor.
Create or open an existing Blueprint, and connect two nodes to one another.
Mouse over the link between these two nodes and notice no highlighting.
Expected behavior
When you mouse over the link between two nodes, the link should be highlighted while all other links in the Blueprint are dimmed. This is default Unreal Blueprint Editor behavior.
Screenshots
The screenshot above illustrates the bug behavior. Here's a screenshot of expected behavior for comparison:
Environment (please complete the following information):
Unreal Engine: 4.27.2
Plugin version: 3.5
Operating System: Windows 64bits
Additional context
The workaround presented in https://github.com/hugoattal/ElectronicNodes/issues/52 to enable Master Activate, disable Use Hot Patch, then disable Master Activate again gave the correct results seen in the screenshot above. So I believe that the fix to issue 52 should hopefully also resolve this. :)
The text was updated successfully, but these errors were encountered:
When the plugin is enabled but not activated, node links do not get highlighted when moused over. Only the node pin the mouse is closer to along the link gets lit up.
To Reproduce
Master Activate
.Expected behavior
When you mouse over the link between two nodes, the link should be highlighted while all other links in the Blueprint are dimmed. This is default Unreal Blueprint Editor behavior.
Screenshots
The screenshot above illustrates the bug behavior. Here's a screenshot of expected behavior for comparison:
Environment (please complete the following information):
Additional context
The workaround presented in https://github.com/hugoattal/ElectronicNodes/issues/52 to enable
Master Activate
, disableUse Hot Patch
, then disableMaster Activate
again gave the correct results seen in the screenshot above. So I believe that the fix to issue 52 should hopefully also resolve this. :)The text was updated successfully, but these errors were encountered: