[Request] Unified Remove Unused Nodes
So I was wondering. In an effort to unify blueprint technology more, can there be a feature to delete unused blueprint nodes? Akin to what you would normally see in the material editor. In the material editor, you can have as many material nodes as you want lying around (for level prototyping or w/e reason), and they'll just sit there until you manually delete them, or press the icon that does the housecleaning for you.
It'd be nice to see this not just for level blueprints, but the sound editor, animblueprints, etc. Basically anywhere that makes use of blueprints.
An unused blueprint node is a node that is not in any way connected to an event / remote event (e.g. ReceiveBeginPlay).
In the case of AnimBlueprints and Soundcue blueprints, it is not connected to the "result" input node.
One of the reasons I bring this up is b/c of the AnimTree editor from UDK. Any unused nodes would automatically be deleted from the tree. And while I can appreciate the gesture of automatic housecleaning, it'd make much more sense to leave it up to the level designer to do cleanup. Just in case they want to test / debug multiple conditions in-game or keep it around to copy to some other blueprint for later.
Not to mention a single button press would save time on having to delete the nodes manually within any given blueprint, especially large ones.
I would also recommend making this a transactional operation, unless the performance cost of restoring all the nodes would be exceedingly great. (Maybe have a restore cache of up to X MB or something?)
asked Mar 11 '14 at 03:14 AM in Using UE4
ue4-archive ♦♦ STAFF
Thank you very much for your feature request. I have created a report for a function or button to clean up all unused nodes. If there is anything else you would like to see in a future build of Rocket, please let us know.
answered Mar 11 '14 at 03:14 AM
ue4-archive ♦♦ STAFF
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