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Blueprint Components: Make default root a permanent thing

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    Blueprint Components: Make default root a permanent thing

    This is a minor complaint and there may be a reason for it but personally I find this quite frustrating.

    Whenever I go to make a new blueprint, when I add something like a mesh, it becomes the Root of the whole blueprint. That wouldn't really be an issue if that didn't mean you could no longer move/resize the thing easily. I don't understand why this happens, it is frustrating every time it happens and then I add a Scene component as the Root just so I am not restricted.

    Personally I think it'd be great if either

    a) The root was no different to everything else (BUT have the ability to lock things optionally)

    b) Make a default root component stay when something is added with the option to delete it.

    Feel free to explain why this is the case though.

    #2
    I find this rather annoying as well.

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      #3
      I completely agree.


      luny
      lunybunny.com
      lunybunny.com

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        #4
        I'm not sure if this is the reason, but as a programmer I'd say it's probably a performance thing. Every time a parent transform changes, you need to go down the hierarchy and update all of the children. Every time a child transform is updated, you need to go up the hierarchy and update the parent's bounds (I'm talking in general; I don't know if that's exactly what UE is doing). It's not a huge cost, but with lots of dynamic objects, it adds up; especially if the hierarchies are unnecessarily complicated.

        I've never really found it to be much of an issue though - if I need to offset a component, it's easy enough to add a scene component as the root beforehand. Personally, I'd rather add something when I need it than remove it when I don't; but I suppose it depends on which is more common.

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          #5
          Originally posted by Exit0sus View Post
          I'm not sure if this is the reason, but as a programmer I'd say it's probably a performance thing. Every time a parent transform changes, you need to go down the hierarchy and update all of the children. Every time a child transform is updated, you need to go up the hierarchy and update the parent's bounds (I'm talking in general; I don't know if that's exactly what UE is doing). It's not a huge cost, but with lots of dynamic objects, it adds up; especially if the hierarchies are unnecessarily complicated.

          I've never really found it to be much of an issue though - if I need to offset a component, it's easy enough to add a scene component as the root beforehand. Personally, I'd rather add something when I need it than remove it when I don't; but I suppose it depends on which is more common.
          Unfortunately most people do not think like a programmer.
          lunybunny.com
          lunybunny.com

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