Sorry,
I don’t see my comment listed, despite it shows that I made a comment to your post HarryHighDef: This is what I intended to publish in final:
Hi HarryHighDef,
I’m not sure if your question relates to misunderstanding of the bug I presented, or, if you’re suggesting a workaround to the lack of undo availability.
If it’s the former I would be happy to repost and provide supporting images.
If it’s the latter, isn’t that what Undo is for? (continuing)…
Here Is The Bigger Issue: Blueprint Graph Undo Is Not Reliable:
If you do work in a Blueprint Graph that places transactions onto the transaction stack, then the action(s) you perform after is moving node(s) using arrow keys, then hit CTL-Z (or use undo in the menu), the first thing undone is the transaction just before you moved node(s) using the arrow keys. Is this not a bug? If I was a software engineer, or even in my prior role as a database/software developer, I would never expect users to remember prior transactions because undo’s transaction stack is not accurate. I’m sure you would not expect this of your users either, right? One may make many moves using arrows and has no way of remembering the starting/intermediate placements.
Even Bigger Issue: Undo Is Not Consistent Across Different Sub System Editors:
When moving Actors in the Level Editor by way of arrow keys, why are they treated as transactions, and thus, reversible using UNDO, but moving Blueprint Graph nodes by way of arrow keys are not treated as transactions and thus not reversible. Why?
Further Problems:
I could not find in the documentation, or anywhere in Epic’s recorded log of bugs/issues, with exception of what I already posted, that moving BP nodes by way of arrow keys is not recorded as a transaction and thus, not able to be undone (as a word of caution).
How do you feel about this? Did I make a good enough argument to get this reported and fixed?
-Erol