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    Blueprint system feedback

    (edit: Thanks everyone for the help!)

    Hi, just wanted to give some feedback.

    The things that threw me out of my flow recently were:

    * Blueprint functions need to be remembered and typed, like Branch, Sequence, Add Reroute Node, Add Custom Event, Event Begin Play (I wrote down abbreviated terms that I type e.g. "custom ev"). Maybe Left Ctrl + click can bring up these 'miscellaneous' nodes?
    * Some nodes like TexCoord (material node) can't be accessed by that name that I'm always reading and associating them with. If would be great if they were.
    * [4.6] The UI is off by a few pixels @ 1920x1080, meaning dragging and dropping can be inaccurate - not sure why other people aren't voicing this problem?
    * Blueprint API wrapper functions aren't available in C++ (this would really make my transition to C++ a breeze!) - Things like "Get All Actors Of Class", which I cannot find much help for.

    Other considerations:
    * The Rotator node type is a really solid addition, it made rotating vectors so easy! I'm so much more comfortable with this than DirectX code.
    * I didn't realize you can call Get Controller or Get Pawn via self-referencing from the MyCharacter BP
    * I would change derived BP's so I could always transform a SceneNode at the top of the hierarchy, it only annoys me when I can't (the MyCharacter Components root node is at floor height).
    * I really think the option to save levels as .t3d is vital for source control.

    Thanks.
    Last edited by xXxFishAndChipsxXx; 02-06-2015, 11:21 AM.

    #2
    Blueprint API wrapper functions aren't available in C++ (this would really make my transition to C++ a breeze!) - Things like "Get All Actors Of Class", which I cannot find much help for.
    Then you need to learn how to find them ;]

    https://docs.unrealengine.com/latest...***/index.html
    =========
    My Tutorials:
    Basic knowledge about Classes and UObject environment and stuff like that

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      #3
      Originally posted by xXxFishAndChipsxXx View Post
      * Blueprint functions need to be remembered and typed, like Branch, Sequence, Add Reroute Node, Add Custom Event, Event Begin Play (I wrote down abbreviated terms that I type e.g. "custom ev"). Maybe Left Ctrl + click can bring up these 'miscellaneous' nodes?
      You could use the palette for that: Window>Palette.
      You can click the star beside any node in the menu and it will be added to the favourites.

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        #4
        Branch can be called with B+Left click. I'm sure more nodes have shortcuts like that, but I'm not sure what they are.
        Procedural, modular, on-the-fly animation - iTween For UE4
        - Actors - Components - UMG - Ease In - Ease Out - Path-constrained Animation - $0

        Runtime Datatable
        -All the fun of DataTables dynamically loaded from text or Google Sheets while your game is running!

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          #5
          Click+O = DoOnce
          Click+D = Delay
          Click+G = Gate
          Click+M = MultiGate
          Click+A = Get (From array)
          Click+F = ForEachLoop
          Click+S = Sequence

          Some more I've encountered

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            #6
            In palette view you can find all click-hotkey actually, which is pretty useful
            SuperGrid: Marketplace Page | Feedback Thread | Demo | Website
            Level design and prototyping for newbies

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              #7
              The cheat sheet in this post might be helpful: https://www.unrealengine.com/blog/bl...or-tips-tricks

              Cheers,
              Michael Noland

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                #8
                Hello xXxFishAndChipsxXx,

                I believe something that will help you out is the palette window. This can be placed to the side or in a free floating window. It holds all of your favorite nodes and you can simply drag and drop from there when you need them. In order to add a node to your favorite's list you will need to click the star next to them in the node search window that pops up when you right click. I hope this helps.

                Here is a picture to help explain what I mean:

                Click image for larger version

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                Make it a great day

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                  #9
                  Ok so some feedback and a question for Epic - I am currently using 4.6.1 so things may have changed in the preview builds.

                  Currently typing in and finding blueprints is slow in 4.6.1... really slow.

                  Has this been fixed in the latest versions of unreal?

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                    #10
                    Hi HeadClot,

                    I haven't noticed any slowed reaction to typing on my end, about how long does it take for something to appear after you have typed into blueprints? Are you specifically referring to the context sensitivity menus?
                    Adam Davis | Marketplace Support | Epic Games
                    How to report a bug? | Installation & Setup issues? | Answerhub Bug Reports | Twitter

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                      #11
                      I like the palette but it does take a few seconds to open. I have it on a tab with the details panel so I can switch, but clicking on palette causes the editor to hang for 2-25 seconds. Not an exaggeration.
                      Procedural, modular, on-the-fly animation - iTween For UE4
                      - Actors - Components - UMG - Ease In - Ease Out - Path-constrained Animation - $0

                      Runtime Datatable
                      -All the fun of DataTables dynamically loaded from text or Google Sheets while your game is running!

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