Access Blueprints through the Details Panel

Oh. Well that’s a useful work around that I haven’t tried.

However, while it solves part of the problem there is still the issue that you can’t dock the blueprint editor in the level editor which causes a great deal of annoyances, for one, it seems like when I open a new blueprint I get random behavior, sometime it will open the blueprint as a tab next to the level editor, sometimes however, it will spawn the blueprint editor as a floating panel, but always at a terrible size, nothing resembling the size I always have to then increase it to, then when I have a tab open it will slot the next few blueprints in the floating windows, BUT then once the bar is filled it puts it as a tab next to the level editor (don’t misunderstand me here, this happens when tabs can’t be placed in the floating window at full size anymore, instead of the more reasonable choice of instead of just reducing the size of the tabs as a group), which is a pain because the floating windows now blocks that content that was just placed as a tab next to the level editor so you have to minimize or grab the new tab and manually place it in the floating window. The problem is inconsistency, when I open a blueprint I have no idea where I’m going to be looking, this makes the process highly disjointed and results in a irritating pause in my workflow whenever I have to open a blueprint as I usually have to move or realign the blueprint editor window to suit my needs.

The ideal is that I can have a dedicated panel IN the level editor, since that’s the primary work interface in the Unreal Engine, that will display (and allow me to edit) blueprint default values, which responds to me clicking a blueprint in the content browser (single clicking) and then if I need to further edit the blueprint I should be able to continue with the current workflow (double click). I’m not certain what a person who actually uses the blueprint editor for creating blueprints would get from this process but for myself, when I’m working it’s mostly with code, which means when I do transition back to UE4 its to create a blueprint based on the code, or modify something in an existing blueprint, which usually only involves modifying/setting up the default values of the Blueprint. However, working with the blueprint editor in this type of workflow is just a torturous experience; slow, uncomfortable and disorienting.

The benefit of this suggestion is that when working with different blueprints it wouldn’t be necessary to have a hundred different blueprint editors open, floating around the screen or sitting in tabs, instead they would be funneled nicely through the “Blueprint Details Panel” which would be dockable WITHIN the level editor [hopefully with the ability to have the system intelligently focus the “Blueprint Details Panel” when you single click on a blueprint, so that you can set the Details Panel and Blueprint Details Panel nicely next to each other and have their focus change depending on what you have selected] instead of a tab (which sucks because it blocks off access to the level editor) or as a floating window, which is a pain itself (blocks content when active and if I minimize it I have to dance between windows minimizing and maximizing ad nauseam).