Some general feedback

I already said I like the UI, dropdowns and the new static mesh viewer and now I have some more general feedback.

I like the new skeletal mesh viewer but I noticed that if you click on show bones you cant see the bones axis if they are behind the mesh, could be good to have an x-ray button like you get in modelling software, I was thinking if you had to set up lot of skeletal controls for say a vehicle (I know there not supported yet) with working suspension it would be easier if you could see the bones axis, I also noticed there is no axis indicator in the bottom left of the skeletal mesh viewer like there is in the static mesh viewer and 3D viewport, I know someone said they logged it but I just wanted to clarify.

I like the content browser but I noticed you cant minimize it.

I think there should be an option so when rocket starts you can instantly load the last map you worked on.

if your using the builder brush and you go into edit mode you cant select verts on the other side without rotating the camera around it, also if you don’t click right in the middle of the squares it can take quite a few clicks before it gets selected, although I do prefer the new layout of the brush tools and the fact that its easier and faster to resize them, I think it could be good to have some kind of size jumping, so you could set it like the grid snapping and it would jump up in size by an amount set by you instead of going through all the numbers.

I built lighting earlier and it baked colours onto the default material even thought the error colour thing was turned off, I don’t know if its a bug or not?

and lastly the FBX, well the UE3 workarounds for blender to UE don’t work any more but I think its better, the latest version of blender (2.67b) and UE4 seem to be more compatible than they used to be, I don’t need to modify blenders FBX script or anything like that, I only have to use the “use TOAs ref pose” button and that’s it, I did realize the old way of doing morph targets wont work anymore but it only took 30 seconds to work out a new way of doing it so I can import morph targets with the skeletal mesh instead of individually witch is better, I did notice when I import the materials/textures with the mesh the textures are in the material but weren’t plugged in, there was a light blue colour plugged into the colour node and a texture coordinate plugged into the imported texture but as I normally import textures by them selves I don’t mind.

that’s all I have for now.

Hey Michael,

Thank you for the feedback. The skeletal mesh viewer with local bone axis not showing behind the mesh will be fixed in a future release along with lighting one. I have submitted your suggestions about minimizing, loading the last map and selecting verts with out rotating to the team.

Best Regards,

Ryan