Sure. If you pm or email it I'll check.
Another cases, "Animation is over" condition is not triggered if change animation speed by event."
"Animation is over" condition are triggered with a Vector movement. But, the Bouncing ball and Path movement (and more other movements) aren't triggerd condition (they are triggerd after change animation sequence).
a cool trick is "select all the instances with a same qualifier" but it only selects the assets present in the scene editor, it would take 2 lines: "select the assets of the same qualifier present in the editor" and "select all the assets of the same qualifier" (even those created during the program) as that we could easily add a variable or other to absolutely all the assets of the same qualifier
Even tho it usually works, it causes MFA corruption and BAD objects... It's a unintended behavior, something that people exploit, not a real feature...
Honestly a warning should be added, or people will keep doing this although there are threads talking about how this causes corruption...
Same for setting global mode to "Identical", it's more of a legacy feature and it's known to cause corruption as well.
Load on Call for objects can also cause memory corruption sometimes (graphical artifacts), specially when having many objects with it.
"S’il vous plaît ne me dites pas que vous créez des objets par le biais d’événements puis que vous les supprimez du cadre..."
yes, i didn't know it could be a problem,
i have 30 differents actives with qualifier "good"
15 are displayed on the frame editor and ,15 are not because i create it in the program then i remove it in the frame editor
i want to rename the alterable value A of all the "good" qualifier
i click on "select all actives with the same qualifier" and i rename alterable value A, but only the actives on the frame editor are concerned.
i must put one instance of every actives on the screen. Now i kno than it's preferable to let every actives on the frame editor and unchek "creat at begining"