Many useful blueprint utility nodes are buried in the Utility category and are not very discoverable by users. This leads to them choosing other nodes that are much less convenient and efficient. This can be fixed per node by promoting to the "|" category if we highly suspect it's what the user want, like in UK2Node_BreakStruct::GetMenuActions. There are two case that come to mind, but there may be others:
For Structs, break struct is promoted to the top level, but Set Members is not. This often leads to users doing a break struct of something massive like post process settings, changing one member, and then making with tons of individual links. If we showed them Set Member they would probably use that much more efficient method instead
For Soft References, the Resolve node that converts into a hard reference is named somewhat obscurely and is a collapsed node so many users will not know what it is called. If we promoted it, they would try it at least one and learn the connection
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
Why does the REMOVE method of map container remove elements have memory leaks?
How do I set a material as a post-processing material?
UMG RichText not appear image when packaged
What is the difference between Camera and CineCamera?
How to assign a value to a member of UMG's UMaterialInterface pointer type in C++?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-103154 in the post.
1 |
Component | UE - Gameplay - Blueprint |
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Target Fix | 5.0-m7 |
Created | Nov 16, 2020 |
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Resolved | May 11, 2021 |
Updated | Jun 30, 2021 |