@Incredulous_Hulk during the live stream you’ve said that there are technical reasons for not permitting modifications of actors that are promoted into a SG prefab via the bridge_component. (Here’s this clip.)
Why is there such a hard restriction?
The problem I see with that is when I bridge a fortnite device at point of time A and later on the same device gets new additional settings added to it, I will not able to go to my prefabs and set that new settings. I will be forced to delete all existing prefabs with that device and redo everything from scratch. For the majority of use cases this might be easy as I imagine many people will only have a few prefabs for certain fortnite devices. However I’m already in a situation where I want to create 100+ permutations of a certain device with all it’s settings. The device of my interest also sometimes gets new settings exposed, which will lead to the problem I just mentioned. I will have to delete all prefab permutations and recreate everything again.
Regular SG native prefabs can be easily overriden, but prefabs with bridges fortnite devices can’t. This is going to be very painful UX for some of us.
If the prefab editor does not permit such functionality, here’s an alternative proposal:
- let us place the prefab into the scene
- let us update the bridged actor
- provide a button on the prefab entity to update / save the values back into the prefab
- profit
