Sleeping Dogs used SkookumScript and each game object had properties for:
- current values (values as the runtime progresses)
- initial values (the values when an object is first created/spawned)
- default values (and most defaults inherited from various object types)
While the game was running you could right click on an object in the world editor, get a context menu and then select “Make current values initial values”.
It sounds like this is similar to what you would like.
It would be possible to make this though it might be tricky.
You say these are BP-derived raw data members?
This would also be possible for variables that are just SkookumScript data members.
It could theoretically be possible for either.
A context menu would be nice, though a command in the SkookumIDE workbench might be easier to start. We would eventually like to add these special SkookumScript overlays:
SkookumIDE for SkookumScript IDE and meta language commands
UE4Editor for world editor specific commands
They both would probably only be available during development/debug and not be compiled for shipping builds.
We’ll make sure they are on our to do list.
We have many planned workbench features on our to do list.
- multiple workbenches
- project specific workbenches
- ability to specify a receiver/
this for a workbench. Currently, the default
Master mind is the target receiver /
this for all the code snippets run in the workbench. The idea is that you could specify some arbitrary code to be run before any code snippet is evaluated and have the result be the
this. It could be the player, all the NPCs within a certain radius of the player. All the NPCs within the current camera view, etc. Since this would be any arbitrary amount of code it could also contain extra code such as reloading the level as you suggest, orienting the camera, etc.