Character modifiers getting stripped from all NPC Spawners

Summary

All character modifiers stripped from all (hundreds of) NPC Spawners
Nevarro map, so as you know one character modifier is used and cosmetics (and for some NPC’s, 1 or 2 other modifiers, I assume team index for guards) are hand-applied to each of the NPC’s. It is a huge setback and an unreasonable amount of work to repair, I’m assuming by deleting them and copy/pasting ones from a fresh instance of the map, although beyond being a lot I have concerns that would cause issues with event bindings. I can’t simply revert the unauthorized changes with Lore without reverting all my legitimate work either.

What Type of Bug are you experiencing?

AI

Steps to Reproduce

Edit Nevarro map. I can’t tell what triggered this. The only action I performed on any of the NPC’s was transforming them along one horizontal axis, in bulk.

Expected Result

Character modifiers stick and don’t get stripped for no reason.

When things like this happen, a verbose error flagging dialogue would be ideal.

An extra ask would be these modifiers being somehow made the defaults on these IP template maps so users can at least just mass-select and reset to map-default vs Fn-default. Not sure if the engine provides for such, at the moment.

Observed Result

Character modifiers do not stick and do get stripped for no reason. Happens to all NPC’s all at once, all modifiers, consistently. This has happened every time not long into editing a fresh version of Nevarro.

It doesn’t tell users anything about the modifiers being stripped until it’s asking them to save the destruction, no proactive flagging or dialogues or anything, if the editor even is following what’s going on.

The modifiers are still there, but values blanked. Character definitions are in-tact.

Affects Versions

5.8

Platform(s)

Windows

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Additional Notes

Hundreds of errors all show up in log at once with no explanation, following this same pattern:
AssetCheck: Error: [AssetLog] /NevarroFresh17Jul26/NevarroFresh17Jul26 : NPC Spawner73: Missing character modifier
AssetCheck: Error: [AssetLog] /NevarroFresh17Jul26/NevarroFresh17Jul26 : NPC Spawner69: Missing character modifier
etc

UPDATE: Y’all both strip the char mod values when there are char mods and add char mods with blank values (which prevent publishing) when there are no char mods. This is not limited to Nevarro but is something programmed wrong in the engine.

IMPACT

I can’t launch a live session cuz the editor sabotages validation every time. Dude come on. x_x

DISCUSSION
This is so fish tank IQ what’s happening dude please make it STOP REMOVING THE VALUES OF CHARACTER MODIFIERS without instruction, permission, or even bothering to flag it verbosely with a dialogue. Also, please to make STOP ADDING CHARACTER MODIFIERS WITH NO VALUES AFTER USERS DELETE THE BLANK/VALUE-LESS MODIFIERS.

Traclking another bug where y’all delete stuff without permission every time live launches anyway, in another island. So another island in a row trapped in a loop of BS, This willld lack of basic function some pretend is a learning curve is why nobody’s making y’all games is the same old discussion note. Dude please who is it that hates us so much.

Added QoL asks would be 3…

1, that a validator should be able to remove things that have no values, or… simple stuff like this. Ofc if that doesn’t work right one risks deleting legitimate char mods, but… I mean if you can ruin 100 NPC’s in one fell swoop my math says you could un-ruin it as-easily. I can’t, without losing all the work i did in-between.

QoL ask 2, the editor should be able to fail gracefully if char mods have blank values. It’s literally not game-breaking except that it’s programmed to be. These should be warnings, not validation errors or blocks.

QoL ask 3, perhaps assets could retain a memory of changes to their asset-level settings, as far back as the session or lore revision or longer, something. Many bugs are insidious and don’t surface until much later (editor lacks standard verbose conflict flagging dialogues), which forces users to choose between reverting all the work they did in the meantime to repair a sometimes massive or game-ending loss to a crazy bug, so a more granular repair method at the placed-asset level would be beneficial. If this were doable it would save people sometimes a day’s work at a time.

I would call these ‘full function’ but they would be QoL to the tune of days of work x I mean it’s mostly bugs so x like 50k users just given one incidence each.

Also, the editor fails to correctly identify when all char mods for a given selection of NPC’s DO have completely same values, says multiple values, has 2-3 different behaviors that may occur from there that all block mass char mod changes that should be possible because all values are factually the same, just not being (consistently) recognized as such. Would save a lot of time if that worked as intended always vs sometimes. And, if the values didn’t randomly get deleted and then their ghosts return to block the project entirely.