Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
1. the example patches only have FieldOverrides and ArrayPatches, but these will throw an exception, you actually also need to have empty ComponentsPatches as well
2. you can't patch some fields (probably the same fields that you can't override in the blueprint editor), you get an exception like this:
(I tried using serialized json and plain object as the FieldValue in the patch, both fail to be converted)
e.g.
for this patch:
But I really wish the normal blueprint patch/replacement system was more generic and better supported, as I think it's cleaner and more approachable for normal people.