hugoattal / darkernodes Goto Github PK
View Code? Open in Web Editor NEWModern theme for the Unreal editor
Modern theme for the Unreal editor
Add option to keep old blueprint boxes
Some people would prefer a light teme
When temperature is not set to "normal" or when light is not "darker", customized colors are updated.
It would be cool to change the scrollbar color from white.
The brightly colored pills for variables make finding things in a large blueprint nice and easy. The new look is great, but you lose that pop-out color you get with the default theme. I'd like to see an option to make those nodes the same flat color as their type with white/black text.
Make a setting to reduce the button/textfield padding for a more compact look.
To tint even more the theme
Hiya getting some cook errors on 1.2 update. Able to build without plugin. I'm building on Windows 64 / Build Configuration: Shipping.
Here's the output log from when it fails to hopefully narrow down the issue:
UATHelper: Packaging (Windows (64-bit)): LogTargetPlatformManager: Display: Building Assets For WindowsNoEditor
UATHelper: Packaging (Windows (64-bit)): LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
UATHelper: Packaging (Windows (64-bit)): LogShaderCompilers: Display: Using Local Shader Compiler.
UATHelper: Packaging (Windows (64-bit)): LogDerivedDataCache: Display: Max Cache Size: 512 MB
UATHelper: Packaging (Windows (64-bit)): LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/Might/AppData/Local/UnrealEngine/4.26/DerivedDataCache/Boot.ddc
UATHelper: Packaging (Windows (64-bit)): LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
UATHelper: Packaging (Windows (64-bit)): LogDerivedDataCache: Display: Performance to C:/Users/Might/AppData/Local/UnrealEngine/Common/DerivedDataCache: Latency=0.02ms. RandomReadSpeed=268.46MBs, RandomWriteSpeed=160.63MBs. Assigned SpeedClass 'Local'
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Assertion failed: IsValid() [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 879]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff9f5da3b29 KERNELBASE.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff9791ec386 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff9791efae8 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff978efdd5d UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff978e95615 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff978e976c0 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff978714f65 UE4Editor-Slate.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff941a2b884 UE4Editor-DarkerNodes.dll!FDarkerNodesModule::StartupModule() [D:\Build\++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DarkerNodes\Source\DarkerNodes\Private\DarkerNodes.cpp:15]
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff978f61032 UE4Editor-Core.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff98d42e7d3 UE4Editor-Projects.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff98d44354a UE4Editor-Projects.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff98d42e5d0 UE4Editor-Projects.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff64402537b UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff644028a22 UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff644020eac UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff64402121a UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff64403527d UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff64403732e UE4Editor-Cmd.exe!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff9f7d87c24 KERNEL32.DLL!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: [Callstack] 0x00007ff9f840d4d1 ntdll.dll!UnknownFunction []
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: end: stack for UAT
PackagingResults: Error: begin: stack for UAT
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Assertion failed: IsValid() [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 879]
PackagingResults: Error: [Callstack] 0x00007ff9f5da3b29 KERNELBASE.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9791ec386 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9791efae8 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff978efdd5d UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff978e95615 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff978e976c0 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff978714f65 UE4Editor-Slate.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff941a2b884 UE4Editor-DarkerNodes.dll!FDarkerNodesModule::StartupModule() [D:\Build\++Portal+Promotion\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\DarkerNodes\Source\DarkerNodes\Private\DarkerNodes.cpp:15]
PackagingResults: Error: [Callstack] 0x00007ff978f61032 UE4Editor-Core.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff98d42e7d3 UE4Editor-Projects.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff98d44354a UE4Editor-Projects.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff98d42e5d0 UE4Editor-Projects.dll!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff64402537b UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff644028a22 UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff644020eac UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff64402121a UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff64403527d UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff64403732e UE4Editor-Cmd.exe!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9f7d87c24 KERNEL32.DLL!UnknownFunction []
PackagingResults: Error: [Callstack] 0x00007ff9f840d4d1 ntdll.dll!UnknownFunction []
PackagingResults: Error: end: stack for UAT
UATHelper: Packaging (Windows (64-bit)): Took 6.5853919s to run UE4Editor-Cmd.exe, ExitCode=3
UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Might\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.26\Log.txt for full exception trace)
PackagingResults: Error: Cook failed.
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
Restarting the engine at each modification is a real pain. It might be possible to do live update
Probably:
I'm the dumbest man alive... I left a debug thing in the 4.26 1.1 package...
People won't be able to compile their project.
I'm gonna remove it and push it real quick...
A user reported this: https://gyazo.com/8b33bb0e71426869c8ba3a7e59696c5a
Seems to be project specific since it does not do that on a blank new project on his side.
Using 4.25, GTX1060, Windows 10
A good number of people use the toolbar with small icons, so the thin icons should have a small version too.
Whichever actor is selected in the world outliner seems to have black text on a dark background making it difficult to read:
It seems to be the same case inside the details window showing the current actor, although a bit more legible in this case:
Maybe with the darker selected background, the text could be brighter (or just white)?
自定义颜色重启后无法保存正确设置内容.
The correct Settings could not be saved after a custom color restart
Hi,
Just wanted to report that the plugin didn't seem to work very well for me on my 4.25 UE4 built from source.
After comparing it with the launcher's 4.25, and doing some debugging on the plugin, it seems like the content in Editor/EditorStyle/ was being called AFTER Plugins/DarkerNodes/Source/DarkerNodes/, and as is to be expected, undid most of the changes from DarkerNodes.
In DarkerNodes.uplugin, I changed the "LoadingPhase" from "Default" to "PostEngineInit", which has solved the issue for me. It may be a good idea to incorporate this change into the official plugin :)
That's the one i found, you can take inspiration in this guy
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/109801-unreal-engine-4-deserves-clean-ui
Some people might prefer solid icons (instead of thin), so I could make a series with solid icons (and maybe duotone icons too)
Add a high contrast mode for color-blind people
Some people still use the 4.24 version of the engine, and it shouldn't be too complicated to make it compatible. (Maybe straight c/c from 4.25)
It screws with my head a bit that the active tab colour is darker than the unselected tab. In the screenshot below, "Find Results" is darker than the unselected "Compiler Results".
Instinctively, I'd assume the lighter colour is the one that is active, as the black of "Find Results" tab fades away into the dark "background" colour of the window, and the unselected "Compiler Results" matches the colour of the active panes below them (the search bar & the search results). Hence, I find myself clicking on the wrong tab often.
Also noteworthy that on the main application window, while the active tab is also darker, the behaviour is different in the sense that the inactive tabs take on the colour of background. This makes the active tab stand out with it's colouring:
Would it be possible to change this behaviour with an option in the config?
Ok, this is kinda critical, some people don't load images:
Questions asked:
- What OS are you using?
- Do you use C++ in your project?
- What happens if you copy/paste the plugin directly under the plugin folder of your project? (if you don't know how to do that, I'll explain it step by step)
- Can you find and open the images in UE_4.26\Engine\Plugins\Marketplace\DarkerNodes\Resources\Theme ?
- Could you test some C++ code? If yes, could you log this string?
#include "Interfaces/IPluginManager.h" IPluginManager::Get().FindPlugin(TEXT("DarkerNodes"))->GetBaseDir()
I suspect it can be caused by iOS/Linux for whatever reasons.
Some people would like some change and the blueprints node
Please make upper color line from GET/SET nodes a bit thicker as it is very thin to be seen clearly
The brightly colored pills for variables make finding things in a large blueprint nice and easy. The new look is great, but you lose that pop-out color you get with the default theme. I'd like to see an option to make those nodes the same flat color as their type with white/black text.
I did it the lazy way by resizing the big icons. It was a bad idea 😕...
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