Unreal 4 bad stuff

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This is a personal list of what I feel bad using Unreal.

Disclaimer : I still enjoy using Unreal. The more you see, the more I use that engine

Interface

  • Rename folder create 2 folder instead
  • Detete empty folder doesn’t works
  • Move folder can break links and leave empty folder from source
  • You need to right click > Fix up redirector in folder after moving/deleting files to avoid above error
  • Animations interfaces are different for each feature (UI (umg), anim blueprint (skeleton animation)) but at the end provide the same features
  • You can drag a tab on the main tab. Then when you just want to close that tab, you close the engine my mistake
  • Set child transform in Actor BP are reported in the scene. If you save the save and later modify the actor bp transform without saving the scene, you obtain two different transfrom, even if the child actor is not accessible from the scene
  • Editor can be very slow/crash when opening the Output log with many many text
  • You can open the same project twice without warning. This produce multiple issue : can’t have VR inputs on both projects, can’t save files, probably more to comes…
  • Copy an object doesn’t copy his hierarchy
  • You need to restart Unreal if you want to restart Steam VR
  • Try to document my code, and found this(still not resolved in almost a year) and that (forbiden question)
  • Unreal lock VR input. First started unreal will block all vr input for other unreal instance
  • To deactivate an actor blueprint within the editor, you need to take care of all his child actor one by one

Blueprint

  • Rename or delete function parameters may break all parameters links in every blueprint open blueprints
  • Blueprint system is ~2* slower than cpp (you need to nativize for performance)
  • Find reference of function return all function with the same name… regardless it is the same
  • Can’t easily set only one parameter of a structure variable
  • Sequence node is really usefull since it allow to clean code to do separate action one after one… but sequence part may be executed simultaneously if one branch is slow…
  • You can migrate from lower to higher version. If you migrate from higher to lower version, it will say succesfull, then when you start the project, some blueprint disapear.
  • Diff Tool works with Blueprint, but Anim blueprint open in text format
  • Copy past blueprint code from a newer version of unreal to a previous one make the engine crash
  • Auto receive input is set to disable by default, whatever I do (even if I set it to player 0 by default in the actor blueprint)

Anim BP

  • No “any state” available, (result of adding many switch)
  • No way in/way out with one variable. You have to do == in one way, and != in the other way separratly

C++

  • Not the same naming convention between Blueprint and C++

Build

If you make a build in Shipping, then a buid in DebugMode, your Debug mode will crash ! You need to clean the destination directory for each build

Help

Multiple help/FAQ forum from Epic https://forums.unrealengine.com/ https://answers.unrealengine.com/ and maybe more

Unity

Resources.Load doesn’t automatically refresh resources file. Older file may be retrieved if runing in editor

No way to have multiple Game Window

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