Troubleshooting — Dynamic Floor Plugin
Troubleshooting
Common problems and how to resolve them.
For issues not covered here, visit the Discord support server.
Plugin does not compile
Symptom: Compilation errors on project build mentioning ProceduralMesh or missing module references.
Cause: The ProceduralMeshComponent UE plugin is not enabled.
Fix:
- Open Edit → Plugins in the Unreal Editor.
- Search for
Procedural Mesh Component. - Enable it.
- Restart the editor and recompile.
Floor meshes do not appear
Symptom: Floors are placed (no errors) but nothing is visible in the level.
Likely causes and fixes:
| Cause | Fix |
|---|---|
BP_FloorPolygonRenderer (or your custom renderer) is not registered with FloorPolygonChangeService | Call FloorPolygonChangeService.RegisterListener(yourRenderer) at startup |
OnAllPolygonsTransferred is not triggering a mesh rebuild | Make sure your listener calls TriggerAllPolygonsTransferred after a batch of changes, or verify the service is calling it |
SimpleMaterialManager is not set up | The renderer needs a valid material manager to resolve material IDs to UMaterialInterface — set it up in your level or renderer Blueprint |
| Material ID 0 has no material assigned | Assign a default material to ID 0 in your material manager |
Fill mode does not detect a room area
Symptom: Switching to fill mode and clicking inside a room shows no fill preview, or the wrong area is highlighted.
Cause: The node network is not fully enclosed — there is a gap in the boundary.
Fix:
- Open the level or inspect your wall actors.
- Check that every wall segment has nodes at both endpoints and that all nodes are connected along the wall.
- Make sure there are no gaps — a single missing connection will break the enclosure.
- Check that all boundary nodes use the same
NodeTypeandNodeMaterialso the subsystem can group them into one network.
Nodes are not connecting / networks are not merging
Symptom: Two wall segments that should share a node at their junction are not connecting.
Cause: Node type or material mismatch between segments.
Fix:
- Ensure both segments use the same
NodeType(integer) andNodeMaterial(integer) when callinggetOrCreateNodeAtPosition. - Nodes with different types or materials are kept in separate networks by design.
Tool is not responding to input
Symptom: Left-click / right-click does nothing during placement.
Likely causes:
| Cause | Fix |
|---|---|
FloorPlacementControllerComponent is deactivated | Call ActivateComponent when entering build mode |
| No active tool is set | Call SetActiveTool after spawning the tool actor |
| Input is not forwarded to the component | Make sure your Player Controller forwards left-click, right-click, and Shift to the component’s HandleLeftClick, HandleRightClick, and HandleShift functions |
Save / load is not working
Symptom: Floors disappear after restarting the game, or floors from a previous session are not reloaded.
Fix:
- Make sure you are calling
SaveNodeSystemon bothUPolygonDatabaseSaveManagerandUNodeSystemDefaultSaveManagerwhen saving. - Make sure you are calling
LoadNodeSystemon both at game start. - Check that no other code calls
Clearon the database before the load completes. - Verify that the save slot names have not been overridden:
PolygonDatabaseSaveSlotandNodeSystemSaveSlot.
Build errors on Unreal Engine 5.7
Symptom: The plugin fails to compile or behaves incorrectly on UE 5.7.
Context: A user review on Fab reports a UE 5.7-specific issue that was resolved by the developer after contacting them through the support channel. The latest plugin update was released on 10 May 2026.
Fix:
- Make sure you have the latest version of the plugin from Fab.
- If the issue persists, contact the developer via Discord.
Polygons overlap or conflict unexpectedly
Symptom: Placing a new floor polygon causes existing polygons to change or disappear.
Cause: InsertPolygonWithMaterialHandling performs material-aware conflict handling when inserting polygons.
Fix:
- Use
AddPolygondirectly if you want to add a polygon without any conflict resolution. - Use
InsertPolygonWithMaterialHandlingif you want the plugin to handle overlapping polygons automatically.
See also
- Installation — setup prerequisites
- FAQ — quick answers to common questions
- Discord support