satisfactorymodding / satisfactorymodding/SatisfactoryModLoader
Changing hook node "Insert Location" does not update its node type until compile or reopen
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- Dominant language
- C++
- Stars
- 344
- Forks
- 225
- PR merge metrics
- No merged PRs in 30d
Description
Visual bug with what the node displays as
Steps to reproduce:
- Create a Blueprint Hook Asset
- Create an Insertion Hook - Replace node
- Select the node and use the Details panel to change the Insert Location to Before Target
- Notice that the 'banner' turns from red to yellow, but the node still says Replace
- Right click on the node to Refresh it - note that nothing changes
- Compile the blueprint
- Notice that the node's type is now correct
- Delete the node and repeat steps 2-4
- Close the hook asset's editor
- Reopen the hook asset's editor. Notice that the node's type is now correct
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Reproduce the issue by changing an Insertion Hook - Replace node's Insert Location in the Details panel, then compare the displayed node type before and after refresh, compile, and reopening the asset. Trace the editor update path for that property and make the node display update immediately; done means the displayed type matches the selected location without compiling or reopening.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, unreal-engine
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 45/100