‘Deactivate’ and ‘Activate’ in script canvas doesn’t function as expected
pwalterscarb opened this issue · comments
If this is just how it's supposed to work then please let me know... If I ‘Deactivate game entity’ or ‘Deactivate entity’ with no children and then ‘Activate’ it, that doesn’t work. The entity is gone like it was removed from memory and cannot be activated. If I do a print statement, I get the following error when it tries to re-activate it...
[Error] (Script) - ?:-1: attempt to index a nil value (field 'm_TimeDelayNodeable_scvm_1')
---------- START STACK TRACE ----------
=[C](-1): index
=?(-1): ?
---------- END STACK TRACE ----------
A video showing the script canvas being run on a single object.
https://github.com/o3de/o3de/assets/50999342/47ea53e2-036c-4cd7-becf-8f91eaf37387
A screenshot of the script canvas script.
A copy of the scriptcanvas in json format, just change the end file name to .scriptcanvas
.
setActivateTest.json
Found in Branch
https://github.com/carbonated-dev/o3de
Commit ID from o3de/o3de Repository
custom engine version 2310.2
Desktop/Device:
Device: [PC]
OS: [Windows]
Version [10]
CPU [Intel(R) Xeon(R) CPU E5-1650 v3 @ 3.50GHz, 3501 Mhz, 6 Core(s), 12 Logical Processor(s)]
GPU [NVIDIA GeForce RTX 3090]
Memory [32GB]