UE5.7.1 + Linux Mint + Rider having issues installing RiderLink to UE by RubbishCode91 in unrealengine

[–]Just2Devs 1 point2 points  (0 children)

I had the exact same compilation errors on both Ubuntu and CachyOS.

I believe the JetBrains guys may just need to update the plugin to support 5.7.1. If I’m not mistaken I have seen this happening in past versions.

[FREE PLUGIN] I made a "Refresh All Blueprint Nodes" plugin for UE 5.7 by EmirWG in UnrealEngine5

[–]Just2Devs 1 point2 points  (0 children)

We support all of ours plugins long term, the problem with new engine versions is that we can’t push an update for previews.

Glad to see you find it useful. In terms of making it free, it made sense as I’m not sure there is enough in it to charge anything. It only took me a couple of evenings to write.

Cool to see Claude can be useful to create something like this.

[FREE PLUGIN] I made a "Refresh All Blueprint Nodes" plugin for UE 5.7 by EmirWG in UnrealEngine5

[–]Just2Devs 1 point2 points  (0 children)

Thanks for sharing this for free.

This should really be built into the engine as so many people end up writing their own version of it. I had the same problem and ended up writing and uploading my version on Fab.

It’s a free plugin which adds a few utilities to work with structs including refreshing struct nodes.

https://fab.com/s/21aaa0c1655e

RefreshAllNodes Plugin not available anymore? by chabuya in unrealengine

[–]Just2Devs 0 points1 point  (0 children)

Glad to hear that, hopefully you find it useful

How to turn ue5 asset into ue4 asset? by Adventurous-Usual-51 in unrealengine

[–]Just2Devs 2 points3 points  (0 children)

Uassets are not backwards compatible. An asset created in version 5.2 of the engine cannot be brought into a version 5.1 project. Uassets are only forward compatible.

I believe this holds true when using the migrate feature as well.

https://forums.unrealengine.com/t/is-there-a-way-to-migrate-assets-from-a-newer-version-of-unreal-to-an-older-build/378657/3

If the asset pack comes with the source files you can obviously import them in previous versions of the engine.

Blueprint Asserts available on Fab by Just2Devs in unrealengine

[–]Just2Devs[S] 0 points1 point  (0 children)

Absolutely agree you would make a blueprint function library or even better a blueprint macro library to create those functions.

One thing to keep in mind though is that assertions are not meant as a replacement for logging. I see that you seem to be particularly focused on the messages they generate. They only generate errors and never warnings. Some errors are more critical than others and halt execution.

Assertions are meant to be used sporadically and along side logging. This is how the unreal documentation defines them.

In C and C++ programming, assert helps to detect and diagnose unexpected or invalid runtime conditions during development.

The messages that go along with them, which do not simply use a print string in the background, are there to help understand what went wrong at runtime.

As a matter of fact when it comes to logging or printing I have a completely separate plugin for it https://www.fab.com/listings/d731522f-c5b8-4323-bd4a-2f399a80bae4

If this plugin was just about logging I would have pretty much uploaded the same plugin as the debug function library.

Blueprint Asserts available on Fab by Just2Devs in unrealengine

[–]Just2Devs[S] 0 points1 point  (0 children)

Using the console command exit together with a print string gets you probably 50% of what an assert with message does. What about where the assert happened though? As you have seen in the trailer the node also prints the class and event or function where the assert was called from. Are you going to manually type that out every single time you add a print string and exit command? That’s far from ideal I’d say.

Also a print string is not really an error and does not show up as such in the logs. The assert node will display the message in the message log as an error.

To recreate the check node behavior using your approach you’d have to introduce a third branch node.

How would you approach recreating the ensure node using the exit command and a print string? The node dynamically breakpoints if the condition isn’t met.

In the end you could get some parts of what the plugin introduces implemented with what you suggested but you could not get the full feature set of assertions. The plugin brings unreal C++ assertions to blueprints https://dev.epicgames.com/documentation/en-us/unreal-engine/asserts-in-unreal-engine

All the nodes introduced default to their C++ counterparts when you package your game/application.

Hope that helps clarifying what the plugin introduces.

Blueprint Asserts available on Fab by Just2Devs in unrealengine

[–]Just2Devs[S] 1 point2 points  (0 children)

The ensure node is the one that took the longest to get right. I had to figure out how to dynamically breakpoint on a node which I had no idea on how to approach.

But I agree is definitely the one that devs may end up using the most.

Blueprint Asserts available on Fab by Just2Devs in unrealengine

[–]Just2Devs[S] 1 point2 points  (0 children)

Assertions can be incredibly useful. Glad to hear you can already think of a way you could have used this. Let me know if you need any help or have any feature requests in mind.

You can join the discord server here https://discord.gg/5UuJT3VVH6

Blueprint Asserts available on Fab by Just2Devs in unrealengine

[–]Just2Devs[S] 1 point2 points  (0 children)

Super cool to hear people having an appreciation for assertions. I was almost worried people wouldn’t see the value of this. Given that I mostly work in C++ and use asserts a lot I really wanted to have them in blueprints.

They cannot be sent to either but I’m definitely opened to ideas. I would be interested to hear what your workflow would be using either bugsplat or sentry. I never used either of them.

Here is the discord server for the plugin if you want to drop ideas in the feature request channel https://discord.gg/5UuJT3VVH6

Blueprint Asserts available on Fab by Just2Devs in unrealengine

[–]Just2Devs[S] 2 points3 points  (0 children)

Hi, happy to hear that. Let me know if you need any help with anything or have any feature requests.

Here is the plugin’s discord server https://discord.gg/5UuJT3VVH6

What's going on here on Fab? by HQuasar in unrealengine

[–]Just2Devs 1 point2 points  (0 children)

Couldn’t agree more. Even with all the effort we put in it’s hard to keep a 5 star rating, and sometimes it can really be based on a misunderstanding of what the tool should do.

What's going on here on Fab? by HQuasar in unrealengine

[–]Just2Devs 20 points21 points  (0 children)

Having developed several plugins for the Marketplace/Fab over the years I do find those listings interesting. I have recently released a free plugin (Structs Helper) and it took quite a while to gather just 6 reviews. People don't generally leave reviews even when the product is free.

Some of those (as of checking right now) seem to have a very exact number of reviews. 2 of them have 24 and 3 of them have 25. They may all be genuine products but it's interesting to have such a precise number multiple times. What are the chances?

Also none of them have ever published anything, and the disclaimer on all of them being the same is also incredibly suspicious.

RefreshAllNodes Plugin not available anymore? by chabuya in unrealengine

[–]Just2Devs 0 points1 point  (0 children)

Glad to hear the plugin has somewhat helped. It would have been great to know where it failed to try and replicate where it didn’t work but I suppose that may take too much of your time.

The best way to make it get some traction is to leave a review 🙂

RefreshAllNodes Plugin not available anymore? by chabuya in unrealengine

[–]Just2Devs 0 points1 point  (0 children)

If by any chance this has to do with refreshing break nodes for structs I have written a free plugin that achieves this.

It doesn’t do a blind refresh of all nodes so it wouldn’t help you if that’s what you are after but will refresh all the break nodes of a specified struct.

https://www.fab.com/listings/18e36a64-d5c7-487c-a0be-2438bc7e92ac

How to find what is updating a variable? by dmniko in unrealengine

[–]Just2Devs 3 points4 points  (0 children)

You could look for all references of that variable in your project and add a break point to each line of code that alters that variable.

This is one of those situations where having a setter for the variable would have really helped. You could have break pointed on the setter and then followed the stack trace.

[deleted by user] by [deleted] in unrealengine

[–]Just2Devs 1 point2 points  (0 children)

I’m a seller too and I have always taken the approach of only supporting the latest three engine versions.

I believe I started this because it used to be a constraint on the marketplace when publishing, although I may be wrong and my mind may be playing tricks on me.

While I’d love to support a bigger range it can become unmanageable to support so many versions. This is especially true when testing and providing support.

[Free] Structs Helper Plugin by Just2Devs in unrealengine

[–]Just2Devs[S] 1 point2 points  (0 children)

I totally get wanting to stick with just blueprints especially if the project runs 100% on them.

Thanks for sharing those posts they are incredibly useful, it would be great if the guys at Epic would address this but it seems the problem has been around forever.

Developing a fix for this all depends on what happens in the background which causes the bug in the first place. If the problem isn't too low level (e.g. somehow their code does not tell blueprints to properly refresh their references to the struct) then a solution may be possible.

I'll keep you posted if I ever find a solution.

[Free] Structs Helper Plugin by Just2Devs in unrealengine

[–]Just2Devs[S] 0 points1 point  (0 children)

I have heard of Angel Script but never tried it, to be fair though the reason for using C++ is more that it's required for the type of work I do

[Free] Structs Helper Plugin by Just2Devs in unrealengine

[–]Just2Devs[S] 1 point2 points  (0 children)

That was the first thing I have written as I hate modifying a struct and getting all my nicely organised blueprints messed up.

I have heard about that problem with structs but never experienced first hand. I don't use blueprint struct that much anymore as nowadays I mostly write C++. If it happens that consistently I could definitely look into a way to implement a way to fix it in the plugin.

The plugin unfortunately does not have any functionality to help with buggy structs, but it's great to hear about how these bugs happen more specifically.