I have a Call In Editor function that changes the scale and location of an actor. I run it, hit save and when I re-open the level the actor is back at the old position and scale. I cannot found any settings that affect this behaviour.
Hey @OscarOrtega23
InEditor functions are only meant for testing, there’s no “real application” to it other than developer testing.
If you want to change values from editor that stay saved in an efficient way you’ll need to do something like SkySphereBlueprint used to do where you have an open bool “Update” and other open variables to specify your desired values, and make the constructor update the object’s values if that bool is true, then set it to false.
Example:
Actor Details in Editor
Do the editor utility blueprints allow me to change things in the level? It seems weird that Epic suggests Call in Editor functions as an option but they can’t make permanent changes.
Editor Utility Widgets and Blueprints can make permanent changes.
As for the Call In Editor functions, they make a lot of sense actually. They’re meant for developers and technical artists to test in editor without having to press Play, which sometimes can be annoying if you have to advance through the level before seeing the thing you want to test or otherwise having to make a dedicated test level. It’s a quick test to be able to see if things work or to adjust values easily during testing before stablishing the “final” values.
I see, will check if a Editor Utility Blueprint solves my issue before marking as resolved.
Edit: so far a Editor Blueprint has the same problem, maybe it’s because my Editor Utility calls a function on another actor.
I found the issue, you need to notify the editor you are changing the actor(s) using the “TransactObject” node. Found it here, there is also a link to a example graph
In my case I did not need the transaction because I was only doing one thing.
Edit: I didn’t need the editor utility in the end, this works with Call In Editor functions.
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