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Action list editor forgets reference to prefabs after execution

Hi there!

Steps to reproduce what I'm seeing:

  1. Create an Action List asset on disk
  2. Add a Character:animate action that points to a character prefab:
    https://1drv.ms/u/s!Amz_vh8OYDX3uvsbJBGicF8ceHc2zg

  3. Play the game and make sure the action list is executed in-game

  4. Stop the game, the action will now look like this in the editor:
    https://1drv.ms/u/s!Amz_vh8OYDX3uvsa7cGtnHP9MXPQ8Q

Note that this doesn't happen with all actions, Speech actions for example works fine.

Comments

  • The Constant ID value is recorded. So long as an instance of the prefab is present in the scene, it will run.

  • Yes, it's only a design-time bug. But it is a bit of a bummer not being able to read the values in the editor after playing the game so I thought I'd mention it. I'm guessing it's not that hard to fix as this problem isn't an issue for most other actions.

    I wrote a validator that goes through all actions in all lists and verifies that they are set up correctly (checking that named animations are actually available on the specified character etc.) and it reports these to me after every execution, but I'll add a workaround that checks if the ConstantId is set in the meantime.

    Thanks!

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