RuntimeUndoBehavior
Controls how ChangeHistoryService records and handles undo history during a Studio playtest session.
Items 3
| History | Name | Value | Description | |
|---|---|---|---|---|
| 80 | Aggregate | 0 | Rejects waypoint requests during a run session; all runtime changes accumulate into a single waypoint that is reverted together when the session stops or resets. | |
| 80 | Snapshot | 1 | Accepts waypoint requests during a run session and captures a snapshot of each instance's position and velocity at every waypoint boundary so that physics state can be fully restored on undo. | |
| 80 | Hybrid | 2 | Accepts waypoint requests during a run session but excludes unsolicited physics changes (position and velocity drift from simulation) from the recorded history. |
Description
RuntimeUndoBehavior is the type of the
ChangeHistoryService.RuntimeUndoBehavior property and determines what Studio
does when a waypoint is requested (via
ChangeHistoryService:SetWaypoint() or the recording API) while the
game is in the run state (i.e., during a playtest). The three values offer
different trade-offs between undo granularity and physics-change handling.
The default behavior is RuntimeUndoBehavior.Aggregate: waypoints are suppressed during the run, all runtime edits accumulate into a single waypoint, and they are all reverted at once when the playtest stops or resets.