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...)
asked Mar 11 '14 at 04:02 AM in Everything Else
ue4-archive ♦♦ STAFF
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.
answered Mar 11 '14 at 04:02 AM
ue4-archive ♦♦ STAFF
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