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Entity locking for the Unreal Plugin

Unreal 2.9.0 | CSP 6.1.0


This article will guide you through entity locking for the Unreal Plugin.

Currently, all OKO Unreal Plugin users in a space can lock entities via the world outliner. Locking an entity prevents other users in the space from editing the properties of that space entity.

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Locking an entity prevents the following actions from being performed:

  • Deleting the entity

  • Renaming the entity or components belonging to the entity

  • Reparenting the entity

  • Adding or removing child entities

  • Adding or removing components

  • Editing any properties on the entity or components belonging to the entity

  • Changing the visibility for any components belonging to the entity

  • Selecting entities with the mouse in the space view

  • Modifying comments attached to the entity

Instructions

  1. Log in and enter an OKO space.

  2. Select the padlock icon next to the entity in the world outliner to toggle the locked or unlocked state of the entity.

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  1. Alternatively, right-click an OKO space entity in the Unreal world outliner and select the lock/unlock option in the Context Menu.

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Tips & notes

Entity Locking can be useful in preventing inadvertent changes to completed design elements. It also simplifies editing complex space designs – clicking a locked entity will clear the current selection set, ensuring your focus remains on active design elements.

Other users in the space will be able to view the locked or unlocked state of an entity.

The effect of locking an entity applies only to that entity, not to any child entities or actors.

When there are both Unreal Editor properties and OKO properties (e.g. OKO Visibility and Unreal Actor Visibility), the OKO properties are locked.

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