playMaker

Author Topic: PlayMaker decided to change the name of the event on prefabs  (Read 201 times)

EpicMcDude

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I have these prefabs that have an FSM with a global Event called Interact. Yesterday as I was testing the game, I couldn't interact with any door for some reason. Turns out PlayMaker decided to change the name of the event from "Interact" to "Damage Enemies" another global event I have.

You can see in the screenshot attached that the event name doesn't even fit the label which is supposed to say "Interact". This "Damage Enemies" event didn't even exist in the FSM itself, it just decided to add itself to the FSM and replace my "Interact" event on all my prefabs present in the current level.

This is highly annoying and worrying as it can completely break the logic of the game, not to mention the waste of time of checking every interactable prefab to fix the event name since every prefab with an "Interact" event is now broken.

EpicMcDude

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Re: PlayMaker decided to change the name of the event on prefabs
« Reply #1 on: June 23, 2024, 07:32:15 PM »
Why does this keep happening? I'm not modifying anything, I'm not even touching these prefab objects anywhere in the Editor yet they get disconnected?

This shit keeps breaking my FSMs and adding the "Damage Enemies" global event, and now I'm finding it changing my "FINISHED" events to a "True" event. ??

djaydino

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    • jinxtergames
Re: PlayMaker decided to change the name of the event on prefabs
« Reply #2 on: June 24, 2024, 08:52:05 AM »
Hi.
on playmaker window / preferences / general
try disabling :
Disconnect Modified prefab instances
Disconnect All Modified prefab instances

EpicMcDude

  • Junior Playmaker
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  • Posts: 53
Re: PlayMaker decided to change the name of the event on prefabs
« Reply #3 on: June 24, 2024, 10:49:20 AM »
Hi.
on playmaker window / preferences / general
try disabling :
Disconnect Modified prefab instances
Disconnect All Modified prefab instances

I've tried doing this but the only thing it did was it didn't unpack the prefabs (disconnect) but changed the FSM events on the prefabs anyway, so it still breaks the FSM.

Would you know why this Disconnect prefab is an option we can choose?