[kovarex] [1.1.36] Blueprints missing entity list when reused
Posted: Mon Jul 19, 2021 3:13 am
For mods using on_player_setup_blueprint event.
If you use a new blueprint and capture a selection, player.blueprint_to_setup contains a valid blueprint, and contains a valid BlueprintEntity list via get_blueprint_entities(). If you reuse a blueprint (blue "select new contents" button) though, the blueprint_to_setup is invalid, and the blueprint obtained via the player's cursor_stack is defective, as the get_blueprint_entities() gives nil.
This could also affect this pending one: viewtopic.php?f=29&t=88793
Another thread talking about this same issue (thanks to mk-fg): 88100
Edit: added links to possibly related/same bug.
If you use a new blueprint and capture a selection, player.blueprint_to_setup contains a valid blueprint, and contains a valid BlueprintEntity list via get_blueprint_entities(). If you reuse a blueprint (blue "select new contents" button) though, the blueprint_to_setup is invalid, and the blueprint obtained via the player's cursor_stack is defective, as the get_blueprint_entities() gives nil.
This could also affect this pending one: viewtopic.php?f=29&t=88793
Another thread talking about this same issue (thanks to mk-fg): 88100
Edit: added links to possibly related/same bug.