Spline point gizmos in editor UI don't scale (FOV, billboards), bad UX

See steps to reproduce.

This is UI/UX issue:

  • the long distance & long lens FOV spline gizmos are either blocking most of the viewport (it is difficult to know which gizmo am i actually selecting as they overlap; it is disruptive to being able to overview of the actual visuals on screen)
  • the short distance gizmos are potentially overlapped with meshes - hard to select, with an extra user input step of having to select it in outliner required

Steps to Reproduce

1) long distance, long lens issue

  • Put in any spline in the editor.
  • Set FOV to a long lens (e.g., 30), and observe as the spline point gizmo squares take up most of your screen (see attached screenshot).

[Image Removed]

2) short distance selection issue

  • When zoomed in up close, and a mesh is constructed over the spline, it is difficult to find/select the gizmos.
  • One has to select the spline in outliner to see & select its gizmos well (also, see attached imagery).

[Image Removed]

Desired outcome (both cases): more user-friendly behavior?

Hi Pavel, thanks for bringing this to our attention! We should be able to look at and address this soon.