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WittleWolfie avatar WittleWolfie commented on August 14, 2024

Do patches work at all for blueprint array refs? I tried it for adding a feat to the basic feat selection but it didn't seem to have any effect.

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ijuintekka avatar ijuintekka commented on August 14, 2024

I've successfully added new deities and archetypes to their relevant selection blueprints using patches so it's definitely working. While I've not added any new feat selections I'd imagine they're no different. Don't forget to add the patch file name and the original blueprint guid to your BlueprintPatches.asset. My InquisitorClass patch looks like this for reference:

{
"m_Archetypes": [
"!bp_ac87f40932cfd324c90b441f93857c40",
"!bp_0e5e91c17f114d358910e0da4ae29b50",
"!bp_cdaabf4b146c9ba42ab7d05abe3b48c4",
"!bp_f0000000000000000000000000000004",
"!bp_46eb929c8b6d7164188eb4d9bcd0a012",
"!bp_19b4a243d9a4bd34887d03c3dea03ced",
"!bp_639b74fd2f48d474e965c596b1649095"
]
}

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WittleWolfie avatar WittleWolfie commented on August 14, 2024

Thanks, got it working. I had a typo on the field name.

Definitely this is one of the biggest issues w/ the Patch system. Right now they're filling in data using Populate() instead of Merge(). Merge() would allow appending content to an array though it doesn't allow removing entries afaik.

For something like Archetypes it's not too bad to just include the full array and add yours, but for things like feats patch files would be huge. It's much easier right now to just programmatically add content to arrays.

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ijuintekka avatar ijuintekka commented on August 14, 2024

Good to know. :) Have fun playing the game today!

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ijuintekka avatar ijuintekka commented on August 14, 2024

As of patch 1.1.1, this issue is no longer valid. Thank you to all on the team who worked to address this problem.

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