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Cascade User-Interface Design Issues

I posted a few comments on the revamped Cascade UI during the beta program but now that we've moved to Public all my bugs seem to have been lost.

A few issues that are present with the current interface design:

  • All items in the 'Time' dropdown box in the viewport really need to be restored to have their own separate buttons in the interface. Currently there is some delay between clicking one of these actions and the pause/change actually taking place. Sometimes it's essential to click on these buttons quickly, and without changing the current view in the view-port.

  • The new grid in the view-port can be quite intrusive. The old grid was quite nice as it was very simple and didn't detract from the effect or distract you. What would be nice is to be able to restore the old grid, and maybe even with additional functionality like being able to choose it's colour and opacity.

  • Please allow us to restore the old navigation style in the view-port. The current walk-around-style of view port navigation can be extremely disorientating especially when coming from UE3, where the camera was always rotated about the particle systems origin. I find myself constantly turning the grid on and off again to recentre myself and look at my particles from another angle.


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asked Mar 26 '14 at 01:23 PM in Using UE4

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Thank you for the feedback. A few of these issues we have discussed internally and are addressing as many of the interface issues as possible ASAP. There are several buttons that were removed which we have requested come back.

When it comes to the viewport navigation, you can always press F on the keyboard to re-center the view on your effect.

If you hold Alt+LClick+Drag you will rotate around the effect.

Also, please consider a workflow adjustment? When we are making FX at Epic we place our FX in the world 99.9% of the time in order to see them in proper context. We really don't get much use out of the view port anymore. Post proecessing, relative scale, etc. etc. push us to work with FX in the scene or at least a test map.

I hope that helps you,

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answered Apr 14 '14 at 02:30 PM

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[Epic]homeRye STAFF
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