Intercept and modify blueprint creation?
Posted: Tue Oct 25, 2016 6:48 pm
If you use a simple-entity for something (e.g: render_layer = floor) there is the problem that you can't blueprint it because it does not have a force. You can have a placeable entity that gets swapped for an invisible blueprintable entity and a visible simple-entity to get around the problem, but it creates another problem in that the invisible entity ends up in the blueprint but you can't see it - it's invisible.
A fix would be to intercept the blueprint creation and replace any of the invisible versions with the placeable versions.
I get that there's probably an way of editing the blue print once it has been made into an item, but the intercept needs to be before that. It should be in (or before) the blueprint creation screen where you can see what will end up in the blueprint. I was hoping that the on_player_selected_area event might allow me to swap entities to placeable version AS the blueprint was created and then swap them back 1 frame later, but it seems that event only applies to selection tools but not blueprints.
Has anyone seen this done of have any ideas?
A fix would be to intercept the blueprint creation and replace any of the invisible versions with the placeable versions.
I get that there's probably an way of editing the blue print once it has been made into an item, but the intercept needs to be before that. It should be in (or before) the blueprint creation screen where you can see what will end up in the blueprint. I was hoping that the on_player_selected_area event might allow me to swap entities to placeable version AS the blueprint was created and then swap them back 1 frame later, but it seems that event only applies to selection tools but not blueprints.
Has anyone seen this done of have any ideas?