x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Animation Blueprint Feedback

So I have some VIM/Animation blueprint questions in trying to get animations to work with my character.

Why do I have to compile an Animation Blueprint all the time? AnimTrees in the past were instant update, and now it's sort of a drag to have to compile each and every time I update a blend (e.g. "Blend Poses By Int").

Also, I might suggest reintroducing the blend slider on "Blend Poses By Int" / bool nodes so I don't have to keep manually inputting values to see the results of different blends. Just seems like constant recompile for animation blueprints is a step backward in terms of design.

And lastly, in the Animation blueprint (and material editors), what is the difference between save and compile? Why not just consolidate compile into "save"? Compile is a permanent change that erases transaction history anyways... same as save... so the button even being there just seems redundant. (If that would be somewhat confusing, you could always just put a green checkbox over the save icon, so users have some sort of subconscious visual indicator that save functions as both a compile and save option...)

Product Version: Not Selected
Tags:
more ▼

asked Mar 11 '14 at 04:02 AM in Everything Else

avatar image

ue4-archive ♦♦ STAFF
50.1k 3672 2002 9129

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hey Markus,

There was a request put in for a auto-compile feature. Now as for the slider you are talking about, you can create a variable of the type you are trying to change, add a get to it in the blueprint, link it to the parameter and compile. After that you can select the get in the blueprint window and on the blueprint defaults tab change the value which will dynamically affect the animation. As of right now that will only affect the preview, you would have to right click on the blueprint and edit the defaults to get it to save the default. Let me know if you have any questions about this.

Now as for the difference between compile and save. Save is for when you want to save it either for working on it later or in the unforeseen chance of a crash. Compile is for when you feel your blueprint is good enough to run, or you want to make sure something you just added will work. Inevitably someone will run across a point where you just want to save it knowing it might compile with errors or compile to try something that doesn't work and you will have the ability to revert back. I think perhaps having a third button for compile and save might be a good for the brave, I will submit that to the team for consideration.

Best Regards,

Ryan

more ▼

answered Mar 11 '14 at 04:02 AM

avatar image

ue4-archive ♦♦ STAFF
50.1k 3672 2002 9129

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:02 AM

I have verified, the request for a compile and save button has been submitted and maybe in a future release.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question