I seem to be having some difficulty with the Activate Object Node...
Generally there's no problem deactivating an Actor, but I notice that occasionally trying to activate a deactivated gameobject (that is already inactive when the scene loads) doesn't work.
Is there an extra step or criteria that needs to be done, such as the Object needing to be activated in the very beginning of the event?
An easy enough workaround is by using Make Visible/Invisible, or if that won't work, spawn the object as a prefab; but I'm mostly just confused as to why it doesn't seem to work sometimes. Is it a Unity thing?
I think that's more of a Unity thing because it can't find the objects when they're disabled ... I'll check if I can do something about that. If you're adding the actors to the event interaction you should be able to use them.
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If you're adding the actors to the event interaction you should be able to use them.
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There's plenty of workarounds for it currently, just wanted to make sure that was
the case. :D
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