Modded blueprints gets destroyed by non-modded games
Posted: Sun May 14, 2017 7:01 pm
I realise that this may not be a "bug", but rather an unfortunate consequence of the current functionality, but from a user perspective it is a defect so I raise it here.
I have a blueprint book full of nice advanced Bob/Angels/AAI blueprints that I use in my regular games. Sometimes however, I join a non-modded game.
When that happens the blueprints gets all their modded entities removed thereby completely destroying my Blueprint book.
I realise that they cannot be displayed, but then don't show them instead of going into the blueprint and saying "hmm, this entity is not known to me, let me remove it from the blueprint and save the rest in its place".
Can you please make it so it ignores, but does not delete the blueprints?
The cleanest solution would be a big fat red X across any blueprints containing objects that cannot be referenced due to mods.
I have a blueprint book full of nice advanced Bob/Angels/AAI blueprints that I use in my regular games. Sometimes however, I join a non-modded game.
When that happens the blueprints gets all their modded entities removed thereby completely destroying my Blueprint book.
I realise that they cannot be displayed, but then don't show them instead of going into the blueprint and saying "hmm, this entity is not known to me, let me remove it from the blueprint and save the rest in its place".
Can you please make it so it ignores, but does not delete the blueprints?
The cleanest solution would be a big fat red X across any blueprints containing objects that cannot be referenced due to mods.