Recently Unreal Engine 4's new car smell wore off (after a year...) so a few usability issues started to bug me. The one I'd like to address here is the visual design of the blueprint editor.
I think it's way too busy, not good to look at for a longer period of time. Here are a couple of nodes:

Probably by now most us are very familiar with this look so I'd like to point out a few issues:
- Low contrast and high contrast at all the wrong places: The boxes barely stand out from the background, it takes a little extra mental effort to extract them from the surroundings. The super high contrast text feels like an accessibility feature which is tiring to look at, at least for me.
- The icons at the top left corner are unnecessary. I know it's a branch because it's written on it. If nodes had a super mini state, less wide than the node name then an icon could be a valid replacement for the text. However right now they just increase the amount of things on screen without adding new information.
- Radial and linear gradients fading out, glass reflections: Looks fancy but has no practical purpose, only adds clutter.
- That big, transparent OR overlapping other text and the checkboxes, that is just messy.
- The tiny arrow at the right side of input slot circles: Not needed, the left to right flow of blueprints becomes clear in the first 2 minutes, plus the exec slots are clearly indicating that anyway.
- The grid is nice but I really don't need it to be shown this much. It's presence is clearly felt when snapping kicks in during node drag.
I tried fix these issues in the following quick mockup:

A few things to note:
- I kept a gentle gradient on the nodes because that gives the boxes substance/weight but even that could be discarded, I would have no problem with the "sticker" feel.
- The interface use is indicated by the golden text which should stand out even at higher zoom out levels.
- The partial header of the OR operation helps keeping the footprint the same as the original. It looks a bit weird by itself but might be fine if all the operators are like that. Or it could have a thin header and therefore a bit greater height.
- The finer background grid is replaced by dots to indicate that the grid exists. I'm not sure about how strong or faint the more coarse should be, someone might use it to visually structure the node tree. I could even imagine ditching the grid display entirely.
So that's it, let me know what you think.
I think it's way too busy, not good to look at for a longer period of time. Here are a couple of nodes:
Probably by now most us are very familiar with this look so I'd like to point out a few issues:
- Low contrast and high contrast at all the wrong places: The boxes barely stand out from the background, it takes a little extra mental effort to extract them from the surroundings. The super high contrast text feels like an accessibility feature which is tiring to look at, at least for me.
- The icons at the top left corner are unnecessary. I know it's a branch because it's written on it. If nodes had a super mini state, less wide than the node name then an icon could be a valid replacement for the text. However right now they just increase the amount of things on screen without adding new information.
- Radial and linear gradients fading out, glass reflections: Looks fancy but has no practical purpose, only adds clutter.
- That big, transparent OR overlapping other text and the checkboxes, that is just messy.
- The tiny arrow at the right side of input slot circles: Not needed, the left to right flow of blueprints becomes clear in the first 2 minutes, plus the exec slots are clearly indicating that anyway.
- The grid is nice but I really don't need it to be shown this much. It's presence is clearly felt when snapping kicks in during node drag.
I tried fix these issues in the following quick mockup:
A few things to note:
- I kept a gentle gradient on the nodes because that gives the boxes substance/weight but even that could be discarded, I would have no problem with the "sticker" feel.
- The interface use is indicated by the golden text which should stand out even at higher zoom out levels.
- The partial header of the OR operation helps keeping the footprint the same as the original. It looks a bit weird by itself but might be fine if all the operators are like that. Or it could have a thin header and therefore a bit greater height.
- The finer background grid is replaced by dots to indicate that the grid exists. I'm not sure about how strong or faint the more coarse should be, someone might use it to visually structure the node tree. I could even imagine ditching the grid display entirely.
So that's it, let me know what you think.

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