I’ve had a query from some of our development team about the behaviour of the “Move Selection to Current Level” action, as it seems to give some slightly confusing messaging where it focuses on deleting rather than moving, and also does not seem to be consistent in being able to exit the operation if you need to make some changes with respect to the references it warns you about.
Ideally, if it becomes apparent you have some additional clean up to do you’d be able to cancel out of it and the make the appropriate adjustments, but currently once you’ve started, it can trigger some behaviour which doesn’t have the wider context so operates in isolation, which can leave you with a malformed setup.
I’ve included a simple repro in the “Steps to Reproduce”.
I’d appreciate any assistance in getting this part of our workflow stabilised, it seems like it can be quite easy in more complex level layouts to accidentally end up with clones of objects that are not immediately apparent as you have to go back to manage the references, it feels like the whole move should be a single cancellable operation the same way a delete would be.
Steps to Reproduce
Based on my experiments thus far I think the following repro should demonstrate what we’re seeing. Please let me know if you’re seeing different behaviour!
Create a Persistent Level, and a sublevel
With the Persistent Level as the current level, place an Actor (e.g. Cube)
Create a reference variable in the Level Blueprint
Switch to the sublevel as the current level
From Editor Viewport Press Ctrl+M to move the selected actor to the current level (the sublevel)
Because internally this Move Level operation is actually a Cut-Paste operation, and a Cut is in turn a Copy-Delete operation, you will now get a dialog for “Delete Referenced Actors”
If you try to cancel the Delete, the rest of the action continues as there’s no context to propagate the cancellation procedure and the Paste part still happens, and you end up with two actors, one in each level
Upon investigation, the bug is coming from UEditorEngine::CopySelectedActorsToClipboard that doesn’t properly handle the cancellation of the “cut” operation on the referenced actor. I filed an internal bug report that you will be able to follow here: https://issues.unrealengine.com/issue/UE\-374670
Hi [mention removed] . When I click on this link it says the following:
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I would like to track this issue as it is very destructive to our workflows.