After some messing around in the latest version (1627304) I hit following issues:
UI Layout and Preferences/Preferences ini files importing crashed editor and did not allow me to restart it again
I appreciate that ini files are stored per project, but for my preferences and UI layouts I find this rather annoying. This was somewhat of a problem in UE3 also, where with each build I had to try and get my setting over to the new one, but it is even more pronounced here with every project running its own settings. I just for example spent 10 minutes setting up all the panel sizes and locations, but the moment I change projects I have to start all over again.
Then there is the Import/Export preferences option which (problems described below aside) works quite ok, but I’d still prefer to not have to do this all the time, and then restart the editor time after time again. If I change my layout around in one project, I’d like to have that automatically transfer to whatever I open next. In the same way that if I set up my Max or Photoshop viewports/toolbars and I open a new scene, everything stays as it was.
So as mentioned I found the Import Preferences option in Preferences. I did that on one of my inis, at which point it asked me to restart, and then I got the warning "The first command line argument must be a game name. K:/TURE/Rocket_CL1627304/MaterialLayers/Saved/Config/Windows must exist and contain a DefaultEngine.ini. So this clearly didn’t work that well ← Bug
After starting the editor again manually, it had correctly imported my preferences, however when I did it another time (I selected the input ini this time around, if it makes any difference) it exited the same way, and upon restart the editor hard crashed every time (instantly) and would not allow me to access it again. I had to manually clear out the ini files from the project folder to be able to access it again.
[0004.41] LogWindows: === Critical error: ===
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
[0004.41] LogWindows: Fatal error!
I am unable to select actors in the level via the statistics panels. This was possible in UE3, and is something that I feel limits me in UE4. If in the Primitive Stats I can see for example that in my level I have one very high poly mesh that is used just once, I’d like to be able to quickly focus my view on that actor. Right now I need to manually type its name in the outliner to find it which I experience to be cumbersome. Alternatively the Statistics panels could offer me to “Find selection in Outliner”, which would also automate things some.
Likewise for texture stats and so on.
I concur with what I believe someone else mentioned somewhere that the grid/rotation/scale snaps should be enabled by default. It is easier to start on grid and then go off grid at some point if desired, than to accidentally start off grid and then later on try to clean up your level.
IMO real time should be off by default on the grounds of the editor being taxing enough on the hardware as is, a lot of people will experience the editor to be sluggish due to the real time feature, and not be aware of the setting. I think that would leave a bad impression.
Did this change? It feels smaller. Almost too small for me on my high resolution (~5100x1450). The 3DSMax Transform Gizmo is ideal IMO in the way that it allows you to resize it on the fly as it suits you using + and - on the keyboard.
I changed my keyboard layout to Swedish for a moment as a test, and the keybindings panel is unable to detect the foreign characters. I am trying to assign the button “ö” to Brush-Gizmo for example, but nothing appears at all. If I try to assign “ä” then " appears (which is where the ä is located on an American keyboard). I can imagine the same may be true for various of other foreign characters.
Actually I can’t manage to make Keybindings do anything at all. If I, in English layout, try to change Find in CB from CTRL B to CTRL SHIFT G, it just resets to CTRL B. CTRL ALT SHIFT F doesn’t work either, which surely is not in use already? In case that is the problem. I assume this is a general “not finished” thingy?