Summary
Concrete Classes @editables not working almost 50% of the time in creative_devices / creative_device sub classes
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Make a concrete class with some editables
some_class:= class<concrete>:
@editable MutatorZone : mutator_zone_device = mutator_zone_device{}
@editable AudioPlayer : audio_player_device = audio_player_device{}
Then slap the class in a creative_device / sub class of creative_device (I extend creative_device in some projects but it happens with or without inheritance)
MyDevice := class(creative_device):
@editable SomeClass : some_class = some_class{}
OnBegin<override>()<suspends>:void=
SomeClass.MutatorZone.AgentEntersEvent.Subscribe(SomeMethod)
SomeMethod(Agent:agent):void=
Print("Some Method")
This works for me about 50% of the time… When it’s not working the only that will fix it is abandoning the current island i’m in and starting a new project / migrating the same code over to the new island. quite frustrating
Expected Result
for the editables to be accessible
Observed Result
editables don’t work, You get a stale instance of whatever you’re @editalbe Was / Switching to optionals usually just returns false even if you’ve selected an object in the scene
Platform(s)
PC