Bump, nothing has been addressed from the above, and I was about to make the same post but I realized I said it all before.
Some more:
- You cant drag a folder in outliner to the root folder, just doesnt work
- You cant scroll drag in outliner
- Renaming something in the outliner moves it out of view and you cant see it anymore (needs a vid to explain, lmk if you need one)
- Adding a new file in tiles mode in content browser moves it out of view when the list is full, and you cant see what you are naming it into (default view)
- Dragging a tab out of a new separate editor window fully minimizes the view at times and you lose where that window is (not sure how to repro)
- Dragging a tab out of a new separate editor window into a different screen space will never move it there, it will detach it from the window and place it next to it after the action.
- You cant move a file in content browser in the filepath on top of the window to move it there, would be nice
- Can’t choose what files are named when making a new one
- Can’t choose default folders for file types you make, you always have to navigate to the right folder.
- Can’t set import options (especially for textures), you have to always edit after import all your files.
- If you external revision control, corruption is imminent on projects due to one file per actor making the same folder for different files in different users, and nothing tells you that or allows you to set up different users so conflicts dont occur.
- Live edit push changes still doesnt respect to spawn in last edit spawn location
- Quick Menu Cost preview is still broken in UEFN, which is the most useful memory optimization UI
- Memory Heatmaps which is another useful tool WE USED TO HAVE, has been now removed from Creative, for no reason! Not only I didn’t expect that to happen, I expected this to be added to UEFN too…
- If you don’t bind player inventory into a key in edit mode, you can no longer access it through the creative menu.
- Ctrl key no longer selects the text you are searching in content browser (live edit). This was broken when new content browser was introduced.
- Viewport keyboard shortcuts don’t work in any other editor window (like viewing a static mesh, or simple collision editor).
- Transform gizmos are too hard to grab and move things around
- Editor window resizing controls require pixel perfect precision to select, annoying when your workflow shifts constantly
- Spatial Profiler still feels like a useless addition that nobody asked for, all while all the great tools we had to optimize memory in Creative are still not added in UEFN.
- (Extra) Landscape transforms to show in live edit, instead of requiring a 5 min wait on edit (which happens a ton on every map that has landscape).
- Live edit push has loading screens that make no sense why they are there (if in theory you have a top-tier PC with a top-tier connection and small ping, you shouldn’t wait). But even before that, why do we have to wait to see live edit? Why do we always have to be online to test? This is a major flaw that has sucked our dev time and creativity for years now. An offline online-services stripped version needs to fill that gap.