Badger 2-3 11 Posted April 9, 2023 So I observed some rather frustrating behavior when it comes to configs and prefabs. I found myself assigning waypoint prefabs a lot, so I naturally created a config class for waypoints so I can reuse the same things across different systems. I also created a config which contains group prefabs for a specific faction. That way I can once again reuse certain things. Finally, I have created an encounter config where I can give a type, min/max groups to spawn, timers and such. So think of it as the following structure EncounterConfig { GroupsConfig WaypointsConfig }; This all works within the editor. I can both assign an existing config file, or manually assign values. The issue is, if I spawn a prefab with this EncounterConfig the sub-configs do NOT load at runtime. They're null. Doesn't matter if it's a file or manual assignment. As a workaround I tried having ResourceNames for the configs instead, so I could load them similarly to prefabs but I cannot for the life of me figure out how to load a config via ResourceName. Anyone got some pointers? Share this post Link to post Share on other sites
Badger 2-3 11 Posted August 2, 2023 I ended up figuring it out. But note my observations are from a few versions ago. Didn't quite test it on latest update since things are working for me now. I discovered there is some weirdness with attribute system. Lets say you have an exposed attribute like the following example. Notice how there is a default value (empty array). In the editor things will look hunky-dory. You can add stuff to it.... it works (so it seems). BUT.... my observation is this default value is what ultimately gets assigned at runtime. Once I removed the default assignment.... it works. [Attribute(UIWidgets.Auto, category: "Encounters")]; private ref array<ref TW_AmbientEncounterEntry> encounterConfigs = {}; Share this post Link to post Share on other sites