Hello dear Unity developers!
I noticed that if I create Actions/Conditions/Enums within the Behavior Graph, and then use them in the current Graph or Subgraphs (add them in the blackboard as variables and use in the Graph itself), and then if I delete these new Actions/Conditions/Enums in the Unity Editor (e.g. if I created better Actions, or I just don’t need them anymore), the Behavior Graph will be corrupted.
It will not be possible to work in it since all the nodes disappear and Console will be throwing errors.
If you have time, could you please integrate a “Missing” feature? So that in the Behavior Graph I will see the deleted Actions/Conditions/Enums as Missing instead of the whole Graph corrupted. The workaround right now is to make a new Graph with new Actions/Conditions/Enums that you created (but it’s a big waste of time).
I am sorry that I cannot provide you a template project or name these errors, but the reproduction steps are pretty easy:
- Create Behavior Graph
- Create Actions/Conditions/Enums
- Add these Actions/Conditions/Enums to the Blackboard
- Use these Actions/Conditions/Enums in the Graph and Subgraphs
- Delete the Actions/Conditions/Enums code in the Unity Editor
- Re-open the Behavior Graph and Subgraphs and notice that they are corrupted
Behavior Version: 1.0.7
Unity Version: 6000.0.25f1
Thank you!