Many useful blueprint utility nodes are buried in the Utility category and are not very discoverable by users. This leads to them choosing other nodes that are much less convenient and efficient. This can be fixed per node by promoting to the "|" category if we highly suspect it's what the user want, like in UK2Node_BreakStruct::GetMenuActions. There are two case that come to mind, but there may be others:
For Structs, break struct is promoted to the top level, but Set Members is not. This often leads to users doing a break struct of something massive like post process settings, changing one member, and then making with tons of individual links. If we showed them Set Member they would probably use that much more efficient method instead
For Soft References, the Resolve node that converts into a hard reference is named somewhat obscurely and is a collapsed node so many users will not know what it is called. If we promoted it, they would try it at least one and learn the connection
There's no existing public thread on this issue, so head over to AnswerHub just mention UE-103154 in the post.
|Component||Gameplay - Blueprint|
|Created||Nov 16, 2020|
|Updated||Nov 17, 2020|