Troubleshooting
A preset that changes nothing usually comes from a non-Runtime Data Layer, one absent from the current world, an incorrectly configured Data Table, or a call made at the wrong time.
The preset does not change the level
Check the following points:
- The Blueprint retrieves
ADS Data Layer Subsystemfrom the Game Instance. - At least one
Preset TableorManual Overridesentry is provided toSet World Layers State. - Target Data Layers are Runtime Data Layers.
- Data Layer Assets referenced by the preset are present in the currently open world.
- The level and its Data Layer manager are already available when the call is made.
- Data Table entries use the intended state and do not contain an empty reference.
A child Data Layer does not change state
Check Apply To Children Depth in the relevant entry. With 0, only the selected Data Layer is changed. Use 1 for its direct children or -1 for all descendants. Also check that the Data Layer hierarchy is the expected one in the level.
A change appears to be ignored
Manual overrides take priority over preset entries. Therefore look for a Manual Overrides entry targeting the same Data Layer. Also check warnings in the Output Log: the system reports Data Layers missing from the world, empty references, and duplicates encountered in a preset table.
Quick checklist
- Target Data Layers are Runtime and present in the current level.
- The Data Table uses the expected ADS row structure.
- Entry references point to the correct Data Layer Assets.
- The subsystem is called after world initialization.
Manual Overridesdo not contradict the preset unintentionally.