I use a lot of blutility functions to speed up my level design workflow, principally by running Find All Actors By Class in the editor (instead of in-game) to give my logic objects references to all the subordinate actors they'll need to locate and manipulate at runtime. It works fine, but I've found that blutilities don't actually mark the asset as dirty. If I open a level and run a blutility on my logic controller that locates, say, every traffic light in the level and fills an array with references to them, both the level and my logic controller will still look clean, and I have no way of saving the level to preserve that list. In order to enable saving, I have to do something like manually translate a prop and then undo it, which dirties the level and lets me save my newly-created table.
There may be good reasons why blutilities can't dirty assets, but from my perspective it adds a small but mildly annoying bit of busywork to the workflow.
There may be good reasons why blutilities can't dirty assets, but from my perspective it adds a small but mildly annoying bit of busywork to the workflow.
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