The UMG editor of Unreal at the moment is just horrendous to work with, I find it to be fiddly and time consuming… Why don’t you guys at Epic just add drag and drop support features for the blueprints for editor. The UMG editor should beable to just drag out images and drop them straight unto the canvas itself, not just have to do it through a texture slot menus just to get the picture to show up on the canvas
There should’ve been also some dialog window huds examples put in the editor and also pre-made transparent hud screens for those making space games… There should’ve been more resources instead of stripping the engine down to the very bare essentials.
And the UMG text system having a key encryption makes no sense to me. Why do you need a key encryption code for typing text in the hud?
You should beable to just drag any image from the content browser and just dump it straight onto the UMG canvas but it looks like you have to go through a slot menu first to get it to show up on the canvas, more unnecessary mouse clicking.
Your blueprint system seems to be only half complete. There should be NODE GROUP COMPONENTS not just only the ability to build components up from separate nodes. There should be customized node groups so you can assemble common blueprint components quickly without having to rebuild the code all from scratch so you can have a pre-made group library of these basic components and can customize the variables Oh that would be nice…
The Engine should’ve also come with Behavior Tree Examples to show us, it should’ve come with examples of the blackboard system.
it should’ve come with more examples resources than what it was packed up with.
They broke people’s material shaders and projects because they had removed the old blueprint and material nodes, when they
should’ve left the old nodes intact. But the old stuff won’t work.
UDK has got more pins than Unreal 4 on its material node… UDK has the following pins: Diffuse, Diffusepower, Emissive, Specular, Specular Power, Opacity, Distortion, Transmission Mask, Transmission Color, Normal. Customlighting, AristotropicDirection, Worldpositionoffset, World Displacement, Tesselation Factors, Subsurfacescattering Color, SubsurfaceAbsorptionColor, SubsurfaceScatteringRadius.
And Unreal 4 node only has these pins: Base Color, Metallic, Specular, Emissive Color, Opacity, Opacity Mask, Normal, World Position Offset, World Displacement, Tessellation Multiples, Subsurface Color, Ambient Ocllusion, Refraction.
Huge major difference missing pins… as a result because half of these pins were missing off the node, I couldn’t build
the ocean shader from UDK into Unreal 4.
You should beable to just drag out any object from the editor viewport window like the matinee flim strip actor and just drag it straight
into the blueprints window and it turns automatically into a blueprint node for blueprints to connect to it. Just like how your material editor does
the same thing with dragging textures out from the content browser.
Because your Engine has got a problem with the Matinee actor not always showing up in blueprints nodes list when its been selected and you can’t drag it straight into the blueprint window either if it dont’show up in the node list, because for the matinee actor does not always show up, don’t know why. is about as frustrating as that other bug with the Fade Effect for Matinee…
Why do you have a big long list of Text Descriptions of all the NODES without having a small PREVIEW WINDOW on the palette list
so we can see at a glance what the nodes LOOK like that we are scrolling through to find? For some of these nodes are under
similar names, but different color codes and can be a bit confusing and time consuming to try to hunt the node down in the list
when there’s no Graphical Preview for us to see as we scrolling DOWN THE LIST which node we need to find.
And If you don’t know the name of the node but know what it looks like, then well, you have to go through the list. BECAUSE EPIC has
got no Index list to refer to show all the node names along with their blueprint images.
The Blueprint pallete list has no preview picture of the node so you can associate the node name with the node.
its just only a big long text list of names that you scroll through and hope you click on the right one.
But you don’t know that until it pops up on the screen if its the right one or not, which means, having to
rummaging through the list trying to find it as there’s no preview picture showing you the node. Or I couldn’t find the option to show
node previews.
Unreal is slow and its because of poor navigation layout and lack of visuality on certain menus… It needs a much faster way of doing things, because the
way it is now, its just slow with the current layout. I DO think the graphics are pretty with both what the engine can do
and with the user interfaces.