Shift + delete.
It would be nice to have that work on rerouters
Shift + delete.
It would be nice to have that work on rerouters
Hi Etienne, could you explain some more about what the behavior is that is missing? I’m not familiar with Shift+Delete on nodes or connections. Cheers,
Sure. If you delete a node from the event graph the connection between the two neighboring nodes are broken.
If you want the execution line to stay connected ( undisturbed ) between the nodes on each side of the one you want to delete then you
press Shift+delete to delete it. Then the execution line stays connected. It would be great to be able to do that on rerouters too since their execution lines are typically
very long and when you delete them you have to go a long ways to go find the broken ends of their execution line to reconnect.
It would just working more efficient and faster thats all it would be nice to have
Thank you for explaining, this appears to work without issues in 4.26 (at least for me and my simple test cases). Do you have a simple case that is easy to reproduce?
Hi thanks for checking that out. I did do it in a Widget BP, pawn class BP and level BP. In all those cases shift + delete breaks the connection.
I am in Unreal 4.25.1
If its fixed in 4.26 no worries :-)))
I it probably depends on which kind a nodes are involved.
Its probably an efficiency in the code issue.
Maybe they left the magic code out in cases where they thought it might not be needed.
Which is understandable
Or maybe they left it out in cases where it interferes with the nodes left behind.
That is fine but you have the nodes very close to each other.
Put one node one side of a very big event graph and then the other node way on the other side.
Then put a rerouter in between the two.
Then delete the rerouter and try and reconnect the two nodes that are very far apart.
You will see what I mean