SetCarryableMesh() does not apply meshes assigned via @editable properties in Verse, the carryable keeps the default mesh instead of changing to the selected one.
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Devices
Steps to Reproduce
Create a Verse class that includes an editable mesh property:
For anyone also encountering this, an okayish workaround to still having @editable meshes but them being hardcoded is putting this inside a Utils verse script and just updating it with custom meshes you want to use.
That way the behavior is similar to an @editable mesh
How do you create your meshes? I canât even get the first line of your code to run for me and I have both imported mesh objects and created them with the modeler.
you were right, I needed to add â_assetâ on the end! Great tip, I hadnât even looked in that file properly to see how itâs referencing the meshes. Thank you!
Yes, passing a mesh referenced from an @editable does not work, what I did was I made enums then made a function that Converted the enum to a hardcoded mesh, that way I could still keep a âeditable meshâ like option for the person who will need to place and setup the device
ohh.. you spawn it right after. I wasnât doing that, I thought it could be changed on the fly. Got it working now but it would be nice to have editables for this. I can see that when I change it in code it requires a full push though. So just like setting materials in verse UI, there must be something that gets triggered where the material/mesh has to be loaded in to memory or something and kind of âhard codedâ on the back end so an editable just would never work in this case.