Edit instance

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Bottom righthand corner of the viewport, showing the Area name and the Edit Instance which you are in.

An Edit Instance of an area is always the #0 instance. Any changes made to the Area are persisted to the database as they are made. This saved version becomes the template for any future Play Instances of the Area, because the edits will be saved to the Repository.

There is only one Edit Instance of an Area in a given World.

The Edit Instance's sole purpose is for world-building. It is not a good idea to do gameplay testing in an Edit Instance, is there is any change that the play might affect anything that would be improper to persist to the database. Gameplay testing can be done in an Edit Instance, but it is not recommended.

To tell if you are in an edit instance or not, look at the bottom right-hand corner of the HeroBlade screen. Next to the area name, it will either have a number in parentheses, or the word "(EDIT)".

A play instance will have the instance number in parentheses next to it.

An edit instance will say (EDIT) next to it.


In most cases, an area will not have both play and edit instances open at the same time. However, HeroEngine does allow for this type of development, but it may require some careful scripting to deal with potential conflicts. This is because any changes made to the edit instance will not be propagated to a play instance, until the next time that a player enters that instance, and then the new information will only be available to the newly-entered player, and not to any players that were in the instance prior to the change. This may cause some confusion if not properly handled.

For example:

If your team desires to do this kind of development routinely, one way to handle it is to "force" area updates via HSL. In the above example, a script could be triggered via RemoteCall in all appropriate play instances, to say, "Add a volcano." Then, all players in that area would see it at the same time.

Keep in mind that, in general, this affects only your development servers. Ultimately all editing will be done there, and published to your testing and live servers. The primary use for play instances on your development servers is for testing and sandbox experimentation.

Editing Geometry

The technical description of how the area server stores its representation of the area geometry is found on the Area Node Structure page.

The $EDIT system node processes all of the edits to the area. It also has methods that the server-side script can call to do area editing.


An area can only be edited by a user with the proper permissions granted to them by the Account Management System. For a user to be granted the permission to edit areas they must have the Administrator and/or Developer flag enabled. These flags can only be changed on the Group Management page of the Account Management System by an Administrator of the group.

See also

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