just getting used to the terminology and changing it would mess the majority of the rest of your users up
It’s not in the names, it’s in the presentation or in expression of how the name is used. When a user is new he/she needs that extra bit of description, actually any time you need to make sure you are being clear to the user you need to use the full description or the area that it pertains to, it’s not in the names themselves. That’s just something else that needs to be learned, they each cover more than a simple area and just needs to be understood well as to it’s current use.
For Usage ie:
Persona - Animation Editor
UMG - UI BP Creator/Editor
Actor/ Pawn/ Player Character/ Player Pawn , yes these can get a bit confusing in their use & maybe a few might need to be separated some way or renamed. (actually I’m still working on this sometimes, lol)
But… remember even if a user is using BPs, they are still coding and most of these terms are industry terms. And just like coding or game creation, in some cases they just have to be learned.
3d Modeling & Game Engines have always had their axis that way, it’s crazy but it’s an industry standard now. Maybe work with Maya & ‘Blender’ on their exporters and on Importing into UE by maybe creating a standalone Viewer/Rigging program to help people fix their models instead of trying to change the axis. (changing this would actually just blow my mind after all this time of using it this way)
Focus on being more descriptive in the documentation & the tutorials, explain what you mean, just because someone creating the doc etc. knows the subject well, they can’t assume the user does.
The only hard part here is not to put the more advanced users to sleep, lol.
Footnotes, expandable text that open up into more info, links that don’t lead to just an API reference that has no clear usage or implementation but to detailed usage.
The majority of your users are tough & have some knowledge of how to code in some form or another and they have some experience, they just want to be able to apply it to UE4, not have a game handed to them.
I don’t need or want a ‘point n click’ Kiddy Game Creator, I need more information on what I am using and how to apply it.
We need the power UE has under that hood, we just need to better understand how to use it.
I don’t want to be spoon-fed but when I go look for information, I’m looking for a feast not the linen closet. (dead-end)(but when and where it applies)
In 4.5 scalability/ desktop and other options became available when creating a new Project, I think I was drooling when I first read about this. Now we’re in 4.6 and I still don’t fully understand when or how to use it, not completely. And packaging / release is still vague even after months into UE4, there’s information there and some is useful, but you have to remember I just got off the ship, off the bus, whatever. I get the words but the meaning??? & usage ??? (not to mention making my game fully marketable and ready to sell)
Be Mindful, I don’t mean that there may not be a few things that could be changed & actually would help us in a huge degree, but for the most part ya’ll are improving the docs & tutorials and the information flow so much & exponentially expanding the user knowledge base, that it will catch up at some point and that too many naming changes might do more harm than good. Ya’ll should keep working on ease of use & application, most of these other things will work themselves out.
btw… thx so much for asking and being concerned & looking for solutions to these problems, keep up the good work Epic! & thank you personally for asking, Celia!
I’m sure if the community thinks about this long enough we’ll come up with something solid that might really need rework or a new naming convention.
jeez… I get hyped up about UE