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Totally agree with everything you have said. I would also add the following.
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When a Blueprint Data Stucture is yanked out, that the symbol table be completely cleaned, if one goes into the affected Blueprints, and manually removes the nodes, that were referencing the BP Data Structure. Yes I know there is a option that comes up, to do this automatically, but if one says cancel on that window, and one wishes to do it manually. What can ocurr, is that the nodes are removed, but the “symbol table” entries are still present, hence error messages keep coming up, even though there are no nodes visible in any function, macro, etc.
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That when a “compile” of a Blueprint, does have an error in it, do not blow away whatever resources, etc, that the blueprint is holding, in the level, that is currently in the editor. Simply do not run the construction script, for the blueprint that just had the error during the compile. I have now went to the point, of having a “Blueprint compile” level, that has nothing in it, if I think, that a blueprint has a of having an error during the compile. So if the “compile” fails, do not invoke the construction script of the blueprint in the level.
I’m not trying to be negative, just trying to give some suggestions, to make UE4 better.