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In development

These seven additions are actively being implemented and validated. Substantial code exists, but they should not yet be treated as completed release features. This page describes their intended scope and current boundaries without a release-date promise.

Graph Navigator and contextual action toolbar

Section titled “Graph Navigator and contextual action toolbar”

A dockable minimap shows graph content and the visible viewport, with click/drag navigation, zoom, and fit. A floating selection toolbar exposes applicable editing, preview, alignment, navigation, and capture actions, with configurable order and visibility per asset type.

Holding Shift before or during a drag locks movement to a direction in 45-degree increments while preserving group spacing. This scope covers graph editors.

Material Preview+ and Custom-node authoring

Section titled “Material Preview+ and Custom-node authoring”

Material Preview+ adds remembered per-asset preview dimensions, width/height swapping, zoom, pan, and an option to share dimensions through asset metadata. Node-comment visibility controls are also being added.

Custom-node pin synchronization reads explicit declarations or a supported typed function, reviews changes, and preserves connections by name. Optional automatic synchronization handles full-code replacement. Arbitrary HLSL type inference is outside its scope.

Shared platform/device selectors update supported action glyphs across open Widget Blueprint Designers. The implementation uses project Common Input assets, supported CommonUI widgets, and selected Enhanced Input mapping contexts.

Custom hint systems require adapters. This feature previews presentation without simulating gameplay input.

Retained rendering controls and custom widgets

Section titled “Retained rendering controls and custom widgets”

This work adds inherited rendering rules, explicit retained-subtree boundaries, per-region phases, descendant overrides, manual refresh, effect materials, and Blueprint controls. Helpers also coordinate standard Unreal RetainerBoxes.

The custom widgets use Unreal’s retained renderer. Performance benefits remain subject to comparison and measurement.

Double-click panel collapse and restoration

Section titled “Double-click panel collapse and restoration”

An optional double-click moves eligible editor tabs into Unreal’s native sidebar. Double-clicking the sidebar entry restores its original dock position.

A persistent, workspace-scoped flag prevents marked changelists and their files from submission through standard Unreal editor interfaces.

External P4 applications, shelving, and direct provider calls remain outside this restriction.


See Features and workflows for the current feature inventory.