Verification

Three checks — the palette, the console command, the graph node — and what each one tells you when it fails.

Table of contents
On this page
  • 1. The palette
  • 2. The console command
  • 3. The graph node
  • When a check fails

The plugin adds no menu entry and no settings page. What it adds is nodes, a subsystem and one console command — so those are what you check.

1. The palette

Open any actor Blueprint, right-click in the event graph and type StillCooking. The list shows these categories:

  • StillCooking|Flow — four nodes: For Each Index With Delay, For Each Index Per Tick, Do For Duration, Wait Until;
  • StillCooking|Console — the console registry’s functions;
  • StillCooking|Debug — Print String Formatted (check 3).

The tickable object’s functions, under StillCooking|Tickable, appear only when you drag from a reference to one.

Nodes not there? The plugin is disabled, or StillCookingCore did not build. Check, in this order:

  1. Edit → Plugins, search for StillCooking_Tools. It has to be listed and enabled. If it is missing, the clone is not under Plugins/, or the .uplugin file is not directly inside Plugins/StillCooking_Tools/.
  2. The build output. A plugin that fails to compile is reported there, not in the editor.
  3. The editor’s startup log for LogPluginManager lines mentioning the plugin.

2. The console command

Press Play, open the console with ~, and type SC. — the plugin’s commands and variables group under that prefix in autocomplete. Run SC.Debug.Ping.

In a project with no Blueprint child of the console registry, the command reaches the registry and does nothing visible — the body is an event nobody has implemented yet. That is the expected result, and it still proves the runtime module started: a plugin whose module never loaded has no SC. commands at all.

Run the same command outside Play and the log shows this Warning on LogStillCooking:

SC.Ping: no game world - a statically registered command is visible from editor start, but its body lives in a Blueprint that exists only once the game or a PIE session runs.

The message shows SC. plus the command’s identifier (SC.Ping), not its console name (SC.Debug.Ping). This, too, is expected: a command can be visible before Play and still only execute during it. Both paths are on Console commands.

3. The graph node

Place Print String Formatted in a graph and type {A} into its Format pin. An input pin named A appears. Delete the closing brace and the pin disappears again.

Node not in the palette? The StillCookingCoreEditor module did not build or did not load. It is a separate module from the runtime one, so the Flow nodes can be present while this one is missing. Check the build output for errors in Source/StillCookingCoreEditor/.

The node carries the engine’s dashed Development Only banner. That is not a fault; it is how the graph shows you a node that is compiled out of Shipping and Test.

When a check fails

The clone is fine, the build is fine, and a node is still missing. Search the palette with context-sensitivity off (the checkbox at the top of the search results) — a node hides in a context where it cannot be placed. The four Flow nodes are placeable on an event graph only, never inside a function graph.

Everything is there in the editor and gone in a packaged build. Two of the entries are development-only by design — check which configuration drops which one before filing a report.

Nothing on this page matches what you see. The log is the next stop: Diagnostics lists what the plugin writes to LogStillCooking and how to raise its verbosity.