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More than once i'm getting data from an old graph setting. For example if at some past moment i had 2 nodes in a random future day i get corruption due to a node being null. (only 1 node is really present on the graph but 2 nodes are present internally, only 1 being valid and the other being a null pointer). The issue is fixed forcing save, however it has happened to me that even then, after a couple days, the blueprint is corrupted again.
Probably the most important change is this one where i do check if an edge was already present
`bool UAssetGraphSchema_GenericGraph::CreateAutomaticConversionNodeAndConnections(UEdGraphPin* A, UEdGraphPin* B) const
{
UEdNode_GenericGraphNode* NodeA = Cast<UEdNode_GenericGraphNode>(A->GetOwningNode());
UEdNode_GenericGraphNode* NodeB = Cast<UEdNode_GenericGraphNode>(B->GetOwningNode());
// Are nodes and pins all valid?
if (!NodeA || !NodeA->GetOutputPin() || !NodeB || !NodeB->GetInputPin())
return false;
// My code: if we are creating a connection between two nodes that already got a connection, skip it.
if ( A->Direction == EGPD_Output )
{
if ( NodeA->GenericGraphNode &&
NodeA->GenericGraphNode->GetEdge( NodeB->GenericGraphNode ) )
return false;
}
else
{
if ( NodeB->GenericGraphNode &&
NodeB->GenericGraphNode->GetEdge( NodeA->GenericGraphNode ) )
return false;
}
//
UGenericGraph* Graph = NodeA->GenericGraphNode->GetGraph();
FVector2D InitPos((NodeA->NodePosX + NodeB->NodePosX) / 2, (NodeA->NodePosY + NodeB->NodePosY) / 2);
FAssetSchemaAction_GenericGraph_NewEdge Action;
Action.NodeTemplate = NewObject<UEdNode_GenericGraphEdge>(NodeA->GetGraph());
Action.NodeTemplate->SetEdge(NewObject<UGenericGraphEdge>(Action.NodeTemplate, Graph->EdgeType));
UEdNode_GenericGraphEdge* EdgeNode = Cast<UEdNode_GenericGraphEdge>(Action.PerformAction(NodeA->GetGraph(), nullptr, InitPos, false));
// Always create connections from node A to B, don't allow adding in reverse
EdgeNode->CreateConnections(NodeA, NodeB);
return true;
}`
The text was updated successfully, but these errors were encountered:
More than once i'm getting data from an old graph setting. For example if at some past moment i had 2 nodes in a random future day i get corruption due to a node being null. (only 1 node is really present on the graph but 2 nodes are present internally, only 1 being valid and the other being a null pointer). The issue is fixed forcing save, however it has happened to me that even then, after a couple days, the blueprint is corrupted again.
Probably the most important change is this one where i do check if an edge was already present
`bool UAssetGraphSchema_GenericGraph::CreateAutomaticConversionNodeAndConnections(UEdGraphPin* A, UEdGraphPin* B) const
{
UEdNode_GenericGraphNode* NodeA = Cast<UEdNode_GenericGraphNode>(A->GetOwningNode());
UEdNode_GenericGraphNode* NodeB = Cast<UEdNode_GenericGraphNode>(B->GetOwningNode());
}`
The text was updated successfully, but these errors were encountered: