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You can not open Botpack.Bot in script editor inside UnrealEd 2.0. If you double click it in Actor Browser then focus going to Script Browser but Bot script not open here.
You can open it on fresh start UnrealEd. But if you try open some scripts before that, then you can not open.
For reproduce issue just start UnrealEd and try open from last to first all child of Pawn. Class Bot will be last and it is not open.
Minimal steps for me:
1. Start UnrealEd.
2. Open Botpack.Bots
3. Open Botpack.Bot
Expected result:
In script editor open Bots and Bot.
Get result:
In script editor open only Bots. Bot is missing.
No any log messages appear.
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Another problem (maybe it fixed already - IDK) - align textures.
See this topic:
viewtopic.php?f=5&t=14009
It is really insane.
Such simple thing as slide door must be created with very short actions and easy steps. Something like:
1. Add mover.
2. Set textures.
3. Add triggers, sounds, etc.
4. Connect all thing together.
5. Going to next task.
Currently it is totaly insane when you try align textures. It must be done in one click, but you need do it manually with low accuracy.
Or make some magic actions like rotate mover for make it parallel to floor, align as floor, rotate back.
I'm generally surprised how people do something at all in UnrealEd. After that half a day you drove with one banal door, then your hands just drop.
The editor should be an assistant, not an enemy to fight with.
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Generally speaking, it is desirable that the editor duplicates the input from the viewport and the drag and drop on the panel.
For example, how it is done in Photoshop.
You start dragging an object, a panel appears with the main parameters and the apply button. You can not engage in masochism with dragging and dropping an object, but simply enter the desired numbers and click apply.
For example, a turn.
It is very convenient.
In UnrealEd you have to guess for yourself, whether it turned out or not. There will be no numbers. You cannot enter them either.
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Another point is that many actions are available only on the context menu in the viewport.
I would like to duplicate them through the menu and hot keys.
For example, you have selected brush. If you are successful (I emphasize "successfully"), right-click next to its lines - there will be a context menu.
If you missed (or the editor decided that you wanted to click on something else), then the behavior may be different, but definitely not what you expected.
For example, add a texture to the selection and call the context menu for textures ...
Or add another mover / brush to the selection and call the context menu for brushes ...
Or choose vertex and do nothing else ...
Or something else...
And you have to do pixel hunting, fighting with the editor, instead of working in it.
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I don’t know if there are screencasts, how someone creates a map in UnrealEd of normal quality (at least part of such a map), but if they are, they can be an excellent source for a system analyst to understand what’s wrong with the editor now and what needs to be fixed.
Even if there are no such screencasts, you can ask to record one of the more or less strong map makers for later analysis.
Show them some typical places.
Even if the author does not have an analytical mindset, such a video can be a good source of ideas for those who have it.