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)
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
it does not recognize that there is an editable selected within the concrete class. I get the stale default mutator_zone_device{} as if there was nothing there
It’s not supposed to happen with native devices, this bug only happens with creative_devices, usually you can fix it by providing an optional instead :
yeah i’ve found the optionals to work sometimes as well. the faliure context is super frustrating to be forced into though. and it doesn’t work every time for me as well
@editable
MutatorZone<private>: ?mutator_zone_device = false
GetMutator()<transacts>:mutator_zone_device = MutatorZone? or mutator_zone_device{} # Mimics the non optional field
It shouldn’t work “sometimes” though, try to understand what’s wrong in your code or your map, because your setup is clearly very basic so it shouldn’t fail
yes by occasionally in the title i did not mean that it randomly stops working in a level that it was already working in, I meant that sometimes in fresh islands this issue happens and persists forcing you to migrate the same code to a fresh project where the same exact code proceeds to magically work again. Even code this simple does not work when it decides it wants to be broken.