Closed sinanata closed 5 months ago
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!
This is exactly what I was looking for. Cheers from Istanbul.
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?
Never mind, I solved it by creating a custom blueprint function.
For future reference, I think what you were looking for is the Copy Attribute
node ;)
I couldn't get it to work; I'm probably making a mistake with attribute selection. How would you operate with this?
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
I'll def go there. Thanks
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.