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Saving with auto export destructively removes empty nodes from scene #149
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For now I've created a generic "Marker" blueprint which I then customize with the required components once it's instanced in the scene. This ensures there's only a single extraneous Actually upon second thought, I could probably just override the behavior so it doesn't get split out into its own file. |
Do you mean Blender's "Empty" Objects ?
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I'm happy to share it publicly as it's already on github https://github.com/DylanRJohnston/deep-space-derby/blob/main/simulation/game.blend |
@DylanRJohnston Thanks for the file !
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@DylanRJohnston , sadly I spoke too soon: while I was able to reproduce this issue with your blend file, the tests I added for this, and any other project I tested this with have not had this issue :( |
Yeah definitely, I’m super new to blender and largely have no idea what I’m doing. |
When saving with the auto export plugin, empty nodes are destructively removed from the scene (cannot be recovered with undo) and the script produces the following error.
I've been trying to used empty nodes to mark spawn point and camera positions, but they get destroyed upon save. Turning them into blueprints works but produces an extra
glb
file that needs to be requested over the network on load and is extra work for one off markers.The text was updated successfully, but these errors were encountered: