Unreal Engine 5.0 Preview

This is really a giant step back in terms of usability:

There are no longer dedicated type-specific math operators in BP. While the idea of universal math operators isn’t bad, the execution is.

  1. You can no longer just multiply vector by float by searching for the operation. You have to find the “wrong” node, then clumsily delve deep into second level context menu, and select the type.

  2. If you connect the output of this modified node into something before modifying the value of the modified type socket, it will reset back to the original type. If you want that value to be the same as default (0), then you are screwed and have to do it the other way around by trial and error.

This is definitely not on par with the UE UX standards. It’s going to damage BP workflow productivity for many of us. It seems like a minor thing until you realize how extremely often one uses the basic math when authoring blueprints.

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