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Being able to "Temporarly" disable Blueprints via Checkbox

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    [FEATURE REQUEST] Being able to "Temporarly" disable Blueprints via Checkbox

    Being able to "comment out" Blueprints maybe via a Checkbox for stuff that is inside a "Comment" in Blueprint.

    Currently i have something in Blueprint that i dont want in the finished Game and when i test in Editor i want to be able to Toggle some of the Blueprints On/Off.
    It would be a neat thing to have because otherwise i would now have to either unlink all the inputs or delete and rebuild it over and over again.

    If i could select it -> press C -> call it debug for example -> tick a checkbox in the comment window to "gray out" the Blueprints and be inactive

    English isnt my main Language and i hope this is understandable.

    Thanks for reading so far and i hope it makes it into the Engine since being able to comment out is kind of the bread and butter for programming and debugging sometimes

    #2
    Do i need to bump? Did someone even see this Post?

    Comment


      #3
      Originally posted by ⓃⒺⓉⓅⒺⒼⒼⓁⒺ View Post
      Being able to "comment out" Blueprints maybe via a Checkbox for stuff that is inside a "Comment" in Blueprint.

      Currently i have something in Blueprint that i dont want in the finished Game and when i test in Editor i want to be able to Toggle some of the Blueprints On/Off.
      It would be a neat thing to have because otherwise i would now have to either unlink all the inputs or delete and rebuild it over and over again.

      If i could select it -> press C -> call it debug for example -> tick a checkbox in the comment window to "gray out" the Blueprints and be inactive

      English isnt my main Language and i hope this is understandable.

      Thanks for reading so far and i hope it makes it into the Engine since being able to comment out is kind of the bread and butter for programming and debugging sometimes
      Hi ⓃⒺⓉⓅⒺⒼⒼⓁⒺ, your forum name is not forum friendly. LOL. I fear a checkbox option would lead to accidental crashes, errors, bugs... which is why is not present.

      Workarounds

      One sort has to create their debugging system, within their BPs. You could take a gander at the 'Is Package for Distribution' BP Node used with Branch Condition to disable BPs you do not desire in the packaging. A custom 'bDEBUG_MODE' Boolean Array or Name-to-Boolean Map Variable (Editable from the Editor) used with Branch condition would offer more control over enable/disable of groups of BPs.

      I would also recommend using a naming convention to quickly identify Testing/Debug BP Directories, Files, Classes, Functions, etc s with the simple suffix '_DEBUG'. For super simple organization store all Test/Debug BPs in a Folder named DEBUG. Relocate '_DEBUG ' files or 'DEBUG' folder when packaging the project.
      GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

      Comment


        #4
        Lets say i have made a function in the Charakter Blueprint and want to disable it then i have to cut the first string from input -> Node. But if something is inside a Commentbox and i "check" the Disable button everything in that comment gets greyed out and it "just" disables the input of the nodes inside of the Comment. I dont see why this should lead to a crash.
        But it would be more easy then to do destroy the connection and have to reconnect them without knowing wich is connected and wich is not and i have to look over every note ^^

        But maybe its just me and im crazy

        Comment

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