Okay. Subtle bug.
A Smart Object (SO) is a structured method to claim an item in the game, so your NPCs can share them more sanely than a free-for-all. The example given is an NPC wanting to go to a car door, open it, and sit down. I'm sure, someday, we'll have self-driving cars with robot drivers, which makes no sense, but I digress.
The SO Subsystem contains a magic bag of routines meticulously crafted to drive programmers insane.
I had 3 actors containing meshes with SO components. When I used the SO Subsystem's call to get the location of the SO's slot, it usually, but not always, gave me the location of a slot in a different SO. It took me a while to discover this euphoric joy.
After much hair loss, I used the actor containing the SO to give me the location of the SO component, which was correct. I'll need to adjust for the slot, but the selection is now correct. The NPC no longer randomly wanders to the wrong SO. I'm beyond grateful that I wasn't losing my mind over this. I've plenty of other reasons, thank you.
Bizarre and maddening behavior. The code has now more print statements than code to help me nail down where the heck it was happening. I'm using 5.6.1, so perhaps this was repaired in 5.7.?.
What do we do when we fix the maddening bug? WE BACKUP OUR CODE! Yes. Yes, we do.




