Well, I share your concern that there's something deeper wrong here.
Force move across areas
#26
Posté 20 août 2015 - 03:34
#27
Posté 20 août 2015 - 06:37
I've been having some odd problems with Windows 8 when I work with a copy of a creature blueprint. For some reason the copy retains some of the features of the prior blueprint across reloads, even after I have changed them in the properties. Perhaps this is a related issue? I'm going to try exporting then re-importing those two NPC blueprints and see if the issue persists.
#28
Posté 20 août 2015 - 06:41
Is this saved as a module or in directory mode?
#29
Posté 20 août 2015 - 08:02
Is this saved as a module or in directory mode?
Module. I know, I know....
#30
Posté 20 août 2015 - 08:15
No no, in this case that rules out one possible reason. When you're in directory mode, you need to do a full save for blueprints to be updated, instead of doing a save only of the open resources, as I usually do. In module mode, every save is a full save, so that can't have been the reason.
#31
Posté 20 août 2015 - 10:46
I've experienced past-life regression of objects occasionally, even without Windows 8. It usually happens if I copy a placed instance of something, then modify the copy. It seems to happen more often if I have two areas open at the same time, and I copy from one area and paste into another.
When it happens, the only option is to delete the offending object, recreate it from a blueprint (rather than copy a placed instance), then make any necessary changes. Technically there is another option - go stark raving mad trying to figure out why a script isn't working when you know full well that it should.
#32
Posté 21 août 2015 - 12:58
^ Yes I've had to do that, and it worked this time as well. The export/import didn't, unfortunately.
Thanks for your help, guys.





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