I'm seeing this in build 9001.
I have a scene behavior that was copied from another behavior. Let's call them Behavior A and Behavior B.
I have an actor that needs to call a custom block in Behavior A or in Behavior B, depending in which one is used in the scene.
It seems like only the block in Behavior A is accessible. Something gets seriously messed up when scene behaviors are duplicated.
The attached game has a scene behavior (Behavior A) that had a custom block when it was duplicated as Behavior B. Behavior B's custom block and Behavior B itself don't show up in the palette when editing an actor behavior, for example.
Trying to work around this by inserting code like:
sayToScene("Behavior B", "_customBlock_CustomBlockA");
Into the actor's behavior does seem to work, but you have to admit that this is not right.
I have a scene behavior that was copied from another behavior. Let's call them Behavior A and Behavior B.
I have an actor that needs to call a custom block in Behavior A or in Behavior B, depending in which one is used in the scene.
It seems like only the block in Behavior A is accessible. Something gets seriously messed up when scene behaviors are duplicated.
The attached game has a scene behavior (Behavior A) that had a custom block when it was duplicated as Behavior B. Behavior B's custom block and Behavior B itself don't show up in the palette when editing an actor behavior, for example.
Trying to work around this by inserting code like:
sayToScene("Behavior B", "_customBlock_CustomBlockA");
Into the actor's behavior does seem to work, but you have to admit that this is not right.