Great work on previews guys. I love new blu-components and component editing in scene. Love fact that a bunch of issues I had with new component editing in scene and instances has been fixed. So my list now looks like :
- I can create an empty actor in scene ()
- I can create a component in C++/blueprints and attach it to an actor in scene ()
- Hot reload of C++ components causes crash in editor for me (Not good) (VS2014 - windows 8)
- Once I have an actor I like, I can create a blueprint of that actor()
- I can place my blueprint around scene and then alter one of instances, for example, change position of a child cube static mesh, for that one instance that is a little different from every other BP actor()
- I can then apply my changes to one instance, to other instances and update original asset ()
- I can modify one instance (change location of a child cube to be slighting left) and another instance(change location of a child cube to be to right) and then change something that neither has modified from default and apply only that new change to instances (non destructive for my per instance changes in scene) <---- !!!
- If I click on an instance with position changes in children and select “Reset instance to Changes to Blueprint default”, nothing happens and changes are not reverted back to default (Not good)
- I can’t delete a child in an instance (in scene), I can only do in blueprint editor (Not great)
- If I add a spline component to an actor, I can’t edit it in scene. (Not good)
I think it would be to take an instance I just modified and have option to create a NEW blueprint from that instance too. Effectively creating a new blueprint, breaking that instance from original and replacing it with new blueprint asset instance.
Thanks guys and great work
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