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Moving prefabs adds SCR_VehicleDamageManagerComponent::m_fVehicleDestroyDamage default info into world layers
Closed, ResolvedPublic

Description

When placing an {9A0D72816DFFDB7F}Prefabs/Vehicles/Wheeled/M923A1/M923A1.et on the map and immediately hitting save the layer file for it correctly shows this:

Vehicle M923A1 : "{9A0D72816DFFDB7F}Prefabs/Vehicles/Wheeled/M923A1/M923A1.et" {
 coords 118.075 0.001 152.695
}

however if I move it freely or just on any axis and hit save again it suddenly turns into

Vehicle M923A1 : "{9A0D72816DFFDB7F}Prefabs/Vehicles/Wheeled/M923A1/M923A1.et" {
 components {
  SCR_VehicleDamageManagerComponent "{141326E9FD94FE40}" {
   m_fVehicleDestroyDamage 17524
  }
 }
 coords 117.259 0.001 152.695
}

This is rather odd and makes it so that the vehicle is no longer detected as fully prefabbed and instead has another base container layer wrapping it. Now that I saw this I also see that this spams all scenarios, I think even vanilla, with this "useless" information.

The cause for this is the code inside SCR_VehicleDamageManagerComponent._WB_OnKeyChanged() https://enfusionengine.com/api/redirect?to=enfusion://ScriptEditor/Scripts/Game/Components/Damage/SCR_VehicleDamageManagerComponent.c;733
It is missing some checks for damage keys changed and instead reacts to any attribute keys changing (including transform position for example). Overall this feels a bit hacky, why is this information is saved into a hidden attribute?

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
General

Event Timeline

Arkensor created this task.Apr 29 2023, 1:31 PM
Geez changed the task status from New to Assigned.May 3 2023, 10:49 AM
Geez closed this task as Resolved.Feb 12 2024, 12:24 PM
Geez claimed this task.