I’m using LevelEditor and I would like to know if it is possible to save all the data that contains an entity ?
As I could see, there are always these data saved :
Are you also using the ItemEditor to change the properties at runtime for balancing during game creation? If you use it, the entities you use with ItemEditor are automatically stored with the LevelEditor.
Thank you Chris for your solutions !
I tried with “toStoreProperties” but my application crashed :
qml: EntityManager: storeEntitesAsJson: storing entity Entity_QMLTYPE_52(0x2d4b320, "entity_switchEntity_5") of type entity and id entity_switchEntity_5
qml: EntityManager: storing property from toStoreProperties array of entity entry with value SwitchEntry_QMLTYPE_187(0x313db10, "switchEntry_switchEntry_4")
terminate called after throwing an instance of 'std::bad_alloc'
what(): std::bad_alloc
I have this structure :
– Entity is a component specialized into SwitchEntity.
– an Entity has an EntityEntry ( specialized into SwitchEntry )
I don’t know why it is crashing when I’m saving the level ( It happens when I want to store a component property )
I tried your first solution by putting an ItemEditor in my Scene but the data still are the same.
This reply was modified 7 years, 10 months ago by Reyarc.
This reply was modified 7 years, 10 months ago by Reyarc.
The toStoreProperties must be basic types like int, string, arrays or variants and cannot be a custom QML type. Please try to change the structure to only save the stored properties within your EntityEntry.
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