Verification
Three checks — the palette, the console command, the graph node — and what each one tells you when it fails.
Table of contents
- 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:
- Edit → Plugins, search for
StillCooking_Tools. It has to be listed and enabled. If it is missing, the clone is not underPlugins/, or the.upluginfile is not directly insidePlugins/StillCooking_Tools/. - The build output. A plugin that fails to compile is reported there, not in the editor.
- The editor’s startup log for
LogPluginManagerlines 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.