27-04-2020, 05:05 PM
(This post was last modified: 27-04-2020, 05:07 PM by josemendez.)
Woops, there's a small detail that prevents assigning the blueprint manually from the editor, only allowing to do it programmatically. In ObiRopeBlueprintBase.cs, lines 48-51:
protected void OnValidate()
{
GenerateImmediate();
}
Blueprints are automatically re-generated from the rope path when they're validated (and they're validated when you drag them around in editor, so by dragging it the blueprint is being reset to match the rope path). This is already taken care of the rope editor itself, so comment out the GenerateImmediate(); line. Things will works as expected now.
protected void OnValidate()
{
GenerateImmediate();
}
Blueprints are automatically re-generated from the rope path when they're validated (and they're validated when you drag them around in editor, so by dragging it the blueprint is being reset to match the rope path). This is already taken care of the rope editor itself, so comment out the GenerateImmediate(); line. Things will works as expected now.