Hello all,
I am having some issues where addressing certain values through code does not solidify them in stone, for example, attribute.MaxValue. When I change the Max Value in code and then activate and deactivate a different State the values will return to the values set in the Default State. This state cannot be edited according to the docs. I have a solution somewhat sorted out, but it seems inefficient and possibly error-prone so I am wondering if there is an official safe way to address and permanently change these values in-game without using the State System. I have everything prepared for a functioning progression system and just need this last little bit, so if anyone has any suggestions or ideas I would love to hear them.
Thank you for your time!
TL;DR: Is there an easy, safe and less error-prone way to change values that are also addressed by the State System (such as attribute.MaxValue) through code without them reverting to default state values when another state is activated and deactivated?
I am having some issues where addressing certain values through code does not solidify them in stone, for example, attribute.MaxValue. When I change the Max Value in code and then activate and deactivate a different State the values will return to the values set in the Default State. This state cannot be edited according to the docs. I have a solution somewhat sorted out, but it seems inefficient and possibly error-prone so I am wondering if there is an official safe way to address and permanently change these values in-game without using the State System. I have everything prepared for a functioning progression system and just need this last little bit, so if anyone has any suggestions or ideas I would love to hear them.
Thank you for your time!
TL;DR: Is there an easy, safe and less error-prone way to change values that are also addressed by the State System (such as attribute.MaxValue) through code without them reverting to default state values when another state is activated and deactivated?