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HEU_InputNode serialization of prefab child/ sub gameobjects in scene breaking when child/sub objects have the same name.
So say we have a 2 different prefabs, say, obj1 and obj2, both with children called ,say, 'mychildgameobject', and we reference those child objects in a HEU_Asset inputs, Houdini will break serialization when rebuilding the hda/otl.
Now both inputs will both reference only one of the child objects in both inputs, thus loosing reference to one of the game objects.
This is a major bug that breaks many of our levels when rebuilding.
I'ts like HEU_Inputs serialize input objects by name, rather than prefab/assetdatabase guid refence.
The text was updated successfully, but these errors were encountered:
Hey,
If anyone's interested, I recently changed the serialization of scene objects to use GlobalObjectId instead of names, because we (the studio) ran into the same issue :) It's not the most pristine way to do this, but I also wanted to change as little code as possible.
HEU_InputNode serialization of prefab child/ sub gameobjects in scene breaking when child/sub objects have the same name.
So say we have a 2 different prefabs, say,
obj1
andobj2
, both with children called ,say, 'mychildgameobject', and we reference those child objects in a HEU_Asset inputs, Houdini will break serialization when rebuilding the hda/otl.Now both inputs will both reference only one of the child objects in both inputs, thus loosing reference to one of the game objects.
This is a major bug that breaks many of our levels when rebuilding.
I'ts like HEU_Inputs serialize input objects by name, rather than prefab/assetdatabase guid refence.
The text was updated successfully, but these errors were encountered: