Here is a proposal to kick off the Context Menu expansion as a Quad-Menu system.
The Context Menu is the Swiss Army Knife of the Editor. Many of use it in our workflow to stay as focused as possible and make changes on the fly and when we are “in the zone” as developers.
The UE 3 Context Menu is too long. The Rocket Context Menu is too brief and doesn’t contain many features.
As a 3ds max user, I enjoy the behavior of the Context Menu in that it is a reactive tool. Meaning, if you select an Editable Poly object, the Quad Menu features Editable Poly tools. If you select a Light, the Quad menu features some basic Light object tools. Same for Spline Objects, etc.
Rocket is a far more in-depth and focused toolset than 3ds max. Designers, Tech Artists, Level Architects, Environment Artists, Lighters, etc. are all working in the same software environment. Many developers do all these jobs at the same time as well.
DEFAULT CONTEXT MENU
I’ve 4 additional tools to the Default Context Menu.
Properties (F4)
This is a legacy option. Often developers may hold the Context Menu open, from a behavioral perspective, not to necessarily find an option. Having access to Actor Properties here suggests a basic action to perform (Let’s look at the Properties). This is kind of an “I’m in thinking Mode”.
Create New Blueprint (selected Actors)
I’ve added the button from the Details tab here to encourage decision making on-the-fly and to act as a colored separator to the Context Menu. It’s a marker and a tool in this context. It supports focused developers.
Mobility
I’ve added the Mobility drop down to the default Context Menu for the same reasons I added the Blue Print button.
Pivot.
This is also a legacy feature. I already posted a Feature Request for the Pivot to be included, so it is here as well.
QUAD MENU SUGGESTIONS AND PROPOSALS
UTILITIES
I added a category for UTILITIES to retain some legacy options and address UE3’s lengthy Context Menu. This is how the Quad Menu system begins.
BSP and Volumes
When a volume is selected and the Quad Menu is show, Volume-based UTILITIES are features to support focused decision making and workflow ergonomics (the Swiss army knife analogy).
When A BSP workflow is in session, I added a TOOLS submenu to the QUAD MENU and divided it into the two main categories for BSP development.
Selection
This is intuitive and brings the BSP edit tools to the Quad Menu. You don’t have to lose mouse focus by reaching out to the BSP tab. I added a TOP LEVEL tool that basically brings you back to non-edit mode.
Modify
These are the standard editing options. I added Loop from Selection and Ring From Selection to provide developers with contemporary tools that may encounter in other programs like max, Maya, etc.
Lights
When a Light is selected, I would like the Quad Menu to react accordingly and feature a few Light-specific TOOLS. Again, this keeps mouse focus and eye focus local to the scene or area of the scene the developer is immersed in. I also added a COLOR label and a color chip swatch to infer that the user should be able to launch the color picker from here.
Intent
Keeping developers focused and minimizing mouse reach is one of the strongest features of a Quad Menu. So to are Keyboard Shortcuts. I didn’t indicate any of the shortcuts or descending submenus, carets, etc. but we can see where these would go.
I’m interested in as many options and suggestions as possible as to how to create the most Zen-like Quad Menu as possible. I say Zen-like because when a developer is “In the Zone” they are in a state of “FLOW”, as Mihaly Csikszentmihalyi would describe it.
Cheers everyone.