Small Annoying Things - UE4 (Not Datasmith specifically)

Hi everyone,

Checking in after finishing another mad-rush UE4 fly-through animation. I ran into a few specific annoyances this time which I’d like to air, and perhaps someone can let me know if I’m missing something or let me know if I can report these to the developers somehow?

1.) Inside the Blueprint viewport, you cannot drag-clone objects. I had to build a light fixture with 26 point lights, and I had to duplicate+move them manually which took a long time. I would have killed for drag-copy here like the regular viewport has.

2.) Inside the Blueprint viewport, you can’t hold shift and move an object and have the camera follow it. I love this feature in the regular viewport, why can’t we do this in the Blueprint viewport?

3.) When baking, are objects sorted/prioritized by lightmap resolution? I had to bake lighting and it takes about 1 hour, but it sits at 99% for the last 10 minutes. I see only one core working on my swarm farm, so I know I’m down to my last object. It’s a large floor and set to 4k lightmap res. I understand this isn’t optimized but I can’t split it up since it’s created in Revit. I was wondering though, if UE4 could smartly figure out to bake these big objects first and then do small things like hundreds of window mullions set to 32px so I don’t wait for large objects at the end.

That’s all for now, loving Unreal and for the first time I will say we couldn’t have met this deadline without it! And to boot, the best quality we’ve seen!

Good ones on the BP editor.

For #3, this is more of a progress bar problem than a sorting type of problem. We need to revisit how lightmaps are baked as the issue you mention has been reported many times. Thanks for reporting !