sinbad / SPUD

Steve's Persistent Unreal Data library
MIT License
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Spatially loaded actors support #57

Open Deams51 opened 1 year ago

Deams51 commented 1 year ago

Hi, I was going through the plugin and running a few simple tests on a world partition level. I created a test actor and added the interface and SpudGuid property. The actor is set to be destroyed on player overlap.

If the actor is set to non-spatially loaded, everything is working properly. The actor gets destroyed, and SPUD registers it so that it gets destroyed again on load. But when spatially loaded, it does not seem like the destruction event is being registered nor listened to in any way.

Did I miss something regarding the setup, or are spatially loaded actors not currently supported?

sinbad commented 1 year ago

Is it just the destruction that's missed? Does their state load correctly otherwise?

World partition support was mostly a user contribution, I don't use it myself; it's possible the callbacks that usually register for the destruction events aren't getting called in this case.

Deams51 commented 1 year ago

I should be able to allocate time to dig into it in the coming weeks, will let you know and push a PR if needed.

sinbad commented 1 year ago

Thanks! Happy to assist when you take a closer look.