Various small adjustments to graph rendering in 4.5

Thanks, is a time saver. Keep on rocking Epic.

A thought, I think there are a lot of shortcuts, tips that a user might otherwise missed (classic example is very example), It would be nice (but not a top piority) to have a tip of the day message during start up or some form of loading time.

I actually really like that personally. Which is weird because I didn’t much like that look in Kismet.

Data pins could do with some reworking for that visual style, but the only thing that really stands out for me as something that needs to be changed is the + node.

Thanks for sharing, good luck figuring out what to do here. You’ve already improved things a lot, I look forward to future changes.

EDIT: Oh! If you’re looking for other Blueprint things to tweak, the positioning of reroute nodes is somewhat difficult right now. (4.4.3) I have trouble getting them to line up where I want them, it seems like there’s a 0.5 unit offset relative to other pins.

I prefer knots in the inside, it easier to see for me (black vs grey background). Eitehr way, I am ok with it.

I don’t like them sticking out quite that much. I think if they were half sunken into the node it would be a good middle ground.

Pins look / read far better on the inside in my opinion.

Pins should be on the inside, at least imho :wink:

Other stuff looks good, though!

I must being able to cut or copy pin connections to other nodes. I did all the time in UE3 but I can’t see any options to do via the Right Click menu in Blueprint Graphs.

Is it possible to do , or is it possible to add functionality i?

I found a node that can’t align… it won’t comply to my OCD!

THE HORROR!

One thing that really bothers me (and my colleagues) is the inability to grab multiple pins at a time and plug them into a single node. For example, I have a switch with 99 different possibilities that each set a variable as something then filter out to a return node. I would have loved to have been able to ctrl+click the output pins of each of the sets and drag them all into that single return node instead of having to go back and forth from each set node.

I have one more example of where lines can’t be straight. Not sure if you want them or not, so just posting when I find examples.
Capture.PNG

Hi ,

Thanks for the heads up. Keep them coming, with the caveat that we won’t be able to generally fix ones that happen on pins after the first one like your second example, since each kind of pin can be a different height depending on if it is wired up or not, and what kind of default value editor it needs. The first example (variable set nodes) shouldn’t be too bad to fix, although it might require an ‘ugly’ amount of padding.

Cheers,

A thought I had.

Can we have an option to greyed nodes that cannot be used when we do a search (in the graph area) so we know it cannot be use. As a I am sure many of us have expereince instances where we try to call out a node, but its just not showing under search, only to know later it cannot be called.

Having it grey (with a helpful tip like, event XX is not allow in Blueprint function) will save the drama, & let us know if we do something wrong, or the node cannot be called.

Another thought. Can we have a mock execution order, so its easy to trace the sequence of execution order in a nested node connections.

Being able to “comment out” a node - basically pass through the execution pins but don’t execute the node would be AMAAAZING, I am often debugging by rewiring.

Interesting idea, good for the print string nodes foe debugging. I hate it when I have ‘Flowing disconnected nodes’ in my network. At least you can comment out in C++

Well… Since nodes always move in little steps and align the tops with one of the thinner lines… couldn’t you somehow make sure that the pins always line up in between lines or something? Right now, the top has a fixed place to be… if the pins did too, aligning would be easier. And less special cases.

I understand the weight one so seemingly simple project as can carry. Anything you do to satisfy our OCD is much appreciated.

would be amazing indeed. Great idea!

Nodes with multiple execution pins on either the input or the output would be weird.

Values taken from the commented out pin would not be available.

Seems like it’d only be useful in a very limited set of circumstances, and usually those would be the same circumstances where it’s trivial to disconnect the wires already.

Don’t get me wrong, it’d be cool, I just worry it would only be available when commenting a node and rewiring around a node would be the same amount of time investment.

The OCD in me tips his hat!

Id love to see an Option to turn OFF grid snap.

Maybe disabling single execution pins could solve that.