04-08-2023, 10:12 AM
(This post was last modified: 04-08-2023, 10:13 AM by josemendez.)
(03-08-2023, 03:49 AM)Raymond Wrote: The problem above Has been solved by change the distance constraint of the rope, but there's another problem ,when I save the gameobject made of ropes to be a prefab ,it isn't the same with what I twined before ,In 4.1,I can set the active of the gameobject false then true to trigger the dirty flag, and save what I want successfully, but it dose's work in 6.4
In 5.X and above, actor data is stored in a blueprint (which is a ScriptableObject), not the GameObject itself as that bloats scene file size.
If you want to save rope state at runtime, create a new blueprint and save particle data to it. You can use actor.SaveStateToBlueprint(blueprint) for this.