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Having lots of problems with Blueprint context menus in 4.5-preview

Seems contextual menus are having a hard time in my install of 4.5-preview for windows.

For instance in this tutorial: https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/6/index.html

Pulling a pin off self will not show you "Get Blackboard" Pulling a pin off of Get Controlled Pawn will not show you "Get Actor Location"

In BT service pulling a pin from a cast to AIController won't show you Get Controlled Pawn. (screenshot included) alt text

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asked Oct 09 '14 at 03:43 PM in Bug Reports

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tebruno99
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avatar image tebruno99 Oct 09 '14 at 03:57 PM

Pulling a pin off "Get Controlled Pawn" will show you Set Actor Location, but not Get Actor Location.

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2 answers: sort voted first

Hey tebruno99,

This is a known issue with 4.5 (TTP# 348178 and 346669) that has since been fixed internally. Unfortunately, the fix is part of a new Blueprint menu system and won't make it into the engine until 4.6.

In the meantime, all the nodes should still appear, but you might need to check or uncheck Context Sensitivity to find it. You can also use the Palette window in some cases.

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answered Oct 09 '14 at 04:00 PM

avatar image tebruno99 Oct 09 '14 at 04:01 PM

Ok, thanks!

avatar image tebruno99 Oct 09 '14 at 04:31 PM

Actually this is horrible news. Productivity has plummeted since now I'm noticing even more, i have to check context sometimes and other times not. For instance "Make Array" doesn't show up without context checked but does with it checked. Its a very poor decision to let this persist, i feel like I've come to a grinding halt & context menus were the #1 feature in blueprint.

avatar image Ben Halliday STAFF Oct 09 '14 at 05:12 PM

We are looking into the possibility of including this in a hotfix after 4.5 Release.

avatar image Ben Halliday STAFF Oct 09 '14 at 05:51 PM

I spoke with the developers and they informed me that 4.5 Preview has a new option in Editor Preferences > Experimental for Use New Blueprint Menuing System. If you enable that, it should fix most of the context sensitive problems. They have since found and fixed other issues that will still be present in 4.5, but this should ease some of the workflow disruption in the meantime.

It is also fixed in our internal build, so you could build from source with the latest commit and use that. Hope that helps!

avatar image Cobryis Oct 15 '14 at 05:33 AM

Use New Blueprint Menuing System fixed the same bug for me, but now it's introduced another. I can no longer cast my objects to blueprints. In fact, if I turn context off in the blueprint menu, NONE of my blueprints show up as a Cast to option.

avatar image Ben Halliday STAFF Oct 15 '14 at 07:14 PM

Hey Cobrysis,

Thanks for pointing that out. That has been fixed in our internal build and will likely be fixed in 4.6 as part of the new Blueprint menuing system. It appears it was one of the issues that was not fixed in time for 4.5 Release's New Blueprint Menuing System experimental option.

I will check with the developers and see if there's any way to hotfix that. In the meantime, you'll need to disable that experimental feature when you need to search for a cast to node, and then enable it again when you're done.

avatar image Cobryis Oct 15 '14 at 08:29 PM

Okay thanks. This also appears to have fixed another issue I was having, which doesn't really make sense. I posted it in the forum: https://forums.unrealengine.com/showthread.php?49533-My-Blueprint-Nightmare-(possible-bug) if you'd like to check that out.

avatar image Ben Halliday STAFF Oct 15 '14 at 08:47 PM

Hm, interesting. I'll take a look. Thanks for bringing that to our attention.

avatar image tebruno99 Oct 15 '14 at 09:04 PM

Cast to is a pretty critical piece of the work flow. I'd almost say this renders blueprints unusable. I really hope you can get a hot fix otherwise we're stuck on 4.4.3 until 4.6

avatar image Ben Halliday STAFF Oct 15 '14 at 10:08 PM

Cast To is still functional, you just need to toggle between disabling the new menu system and enabling the new menu system while in 4.5 when searching for the node using the right-click option in the Event Graph. I understand that's a hassle, and I'll let you know if we're able to hotfix the system in 4.5.

avatar image Enfarious Nov 13 '14 at 09:06 PM

Having to turn an experimental feature on and off everytime you want to use a castto seems like it would hurt productivity more than just living with the broken context sensitive search (a checkbox 1 inch away vs. 1 2 menus and a window away ...) Maybe that's just me though, in any event this has to be one of the more frustrating things going, this and the cursor jumping off of spinners lol.

avatar image Ben Halliday STAFF Nov 13 '14 at 10:07 PM

Hi enfarious,

Yes, they are both irritating issues and I understand your frustration. Both are fixed for 4.6, which is not far from being released. Thanks for your patience until then!

avatar image tebruno99 Oct 09 '14 at 06:33 PM

Setting this use New Blueprint Menuing System made more than a significant improvement. If there are bugs I've not noticed and balance has been restored to Blueprints :D

Thanks for researching this and for the updates!!

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If anyone is still looking for an answer, I found that you need to look at the "My Blueprint" tab and find your interface function under there and double click to open it.

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answered Jun 22 '16 at 06:36 AM

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Wabafett
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