This is about editing blueprints.
More specifically, changing the order of components attached to a SharedRoot.
Please have a look at screenshot 1.
In the top left, we have the list of components that make up this blueprint.
Now let’s say I wish to move the Box Collider to the end of the list.
I know that to the engine, the order of components in a list is irrelevant. So why would I want that?
For visual clarity, I would like to always place components in consistent order. It helps keep track. Some of our Blueprints have more than 60 components (mostly particle effects, we are making a firefighting game where parts of a house can burn individually) so visual clarity becomes important in editing.
So if i want to bring the box component to the end of the list, I can’t simply drag and drop it. Instead, I have to
- Move it into another root (for example, the root called Intact)
- And then move it back to the root called SharedRoot.
If i want to bring a component to the beginning of a list, I can only do this by bringing all the other components that are placed above it to the end of the list using the method described above.
Please have a look at screenshot 2.
In Unity Editor, I can simply drag and drop items (or even whole groups) to another position to arrange them for visual clarity (in this example, I move intact to between door_position and rescue_position). I know these are not exactly the same as components in Unreal but wouldn’t it be awesome if you could manage components within an Unreal blueprint like that?