blueprint setup change notification

Things that we aren't going to implement
golfmiketango
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blueprint setup change notification

Post by golfmiketango »

I'd really appreciate being able to know when the user has messed around with the blueprint in the blueprint setup gui, so I can enforce certain rules and/or take action accordingly. An event like "on_player_changed_blueprint_in_setup_ui" would get me most of the way there*.

Pretty please, with sugar on top?

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*what I really want is to be able to control which items can and cannot be toggled preemptively, but that seems like a significantly bigger ask... I'm guessing the perfect is likely the enemy of the good in this case.
Rseding91
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Re: blueprint setup change notification

Post by Rseding91 »

There's an event fired after the player clicks "ok" on the blueprint configure GUI. Other than that it's not possible to read anything about the GUI as that data isn't part of the game stat and isn't deterministic for mods to read.
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golfmiketango
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Re: blueprint setup change notification

Post by golfmiketango »

Does that mean that if i manipulate the blueprint_to_setup stack before then, I'm risking desyncs in mp?
Rseding91
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Re: blueprint setup change notification

Post by Rseding91 »

golfmiketango wrote:Does that mean that if i manipulate the blueprint_to_setup stack before then, I'm risking desyncs in mp?
No. You're editing game-state data. The GUI has its own set of changes it wants to do and doesn't send that to the game until the player presses ok at which point the game checks that it's valid and applies it to the game through the input action system.
If you want to get ahold of me I'm almost always on Discord.
golfmiketango
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Re: blueprint setup change notification

Post by golfmiketango »

Hmmm... even so I suspect my game plan is not kosher and will at best require some retooling. Not that I expected to get it right this fast, I'm still mostly bumbling around trying to figure out what all the knobs and buttons are for....
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