Right now nothing breaks... but any existing scripts will stay in the original level subfolder, which could cause confusion. Adding scripts to a level before it is saved will put them into an "Unnamed" level folder, which is very confusing. fixed this by preventing creating level scripts until a level is first saved.
I should write some sort of command to fixup scripts after renaming a level.
It should not be too hard to parse all of the scripts in an open level, check the level name from the script path, fix the property (it's just a soft pointer), and move the .uasset files.
It should also be possible to manually instigate this check for a level.
Right now nothing breaks... but any existing scripts will stay in the original level subfolder, which could cause confusion.
Adding scripts to a level before it is saved will put them into an "Unnamed" level folder, which is very confusing.fixed this by preventing creating level scripts until a level is first saved.I should write some sort of command to fixup scripts after renaming a level.
It should not be too hard to parse all of the scripts in an open level, check the level name from the script path, fix the property (it's just a soft pointer), and move the .uasset files.
It should also be possible to manually instigate this check for a level.