I’m working on an RPG. I have a Blueprint for previewing encounters in editor, and as part of that, it needs to spawn the appropriate enemy/party actors in scene based on the encounter and party data.
These are strictly so that anyone working on the battle arena level can preview different encounters and make sure they look right. The preview actors are not meant to be saved in scene.
If I use Spawn Actor from Class from the Editor Actor Subsystem, even with Transient set to true, the level’s save state gets dirty and marked with a * in the editor for saving.
How can I spawn an actor in scene that’s only meant for previews and won’t affect the level’s save state? Or is this a bug?
In an Editor Utility Blueprint, use the Editor Actor Subsystem and select “Spawn Actor From Class.” Make sure to check the “Transient” input option. This will ensure that your level doesn’t get marked as dirty. If you’re experiencing a different outcome, it may be a bug on your end. I tested this in version 5.8, and it worked correctly.
In an Editor Utility Blueprint, use the Editor Actor Subsystem and select “Spawn Actor From Class.” Make sure to check the “Transient” input option. This will ensure that your level doesn’t get marked as dirty.
Yes, this is exactly what I’m doing.
If you’re experiencing a different outcome, it may be a bug on your end. I tested this in version 5.8, and it worked correctly.
I wonder, were you also on 5.8.4 when you tested this?
Another possible issue I didn’t yet consider could be perhaps if there’s some side effect the actor I’m spawning is causing… I’m going to go take a look and see if that’s the problem, to see if I can recreate some kind of minimal repro or if this comes down to the spawned actor triggering mutations to the level downstream.