Regenerating Paths
If a user makes changes to a Path or the assets that the Path utilizes, the Path is considered "dirty" and must be regenerated. To indicate this, we use a special visualization:
- For a spawned Path, purple stripes on the sides of the Path.
- For an unspawned Path, a purple surface along the PathSpline.
- Errant Paths 1.2 and later
- Errant Paths 1.1 and prior
To regenerate a Path, click the Generate button (Alt + G shortcut) in the "Generation" section of the Errant Paths Editor Mode or toggle Auto regeneration.
Generation always regenerates all aspects of the Path, even if the Path isn't modified/dirty.
The Complete button (Shift + Alt + G shortcut) completes the generation of the selected Paths without fully regenerating them. It's useful for running generation stages that were postponed or disabled during the previous generation. For example, after enabling the Physics toggle, you can use it to generate only the physics.
To regenerate a Path, click the Update button in the Errant Paths Editor Mode or toggle Auto Regeneration.
Generation won't run if the Path isn't modified/dirty. To force the generation, hold Shift while clicking Update (Shift + Alt + G shortcut).
And here is another example of a Path becoming dirty after its property was modified. We use Alt + G shortcut to regenerate it.
This visualization is optional and can be disabled in the Editor Preferences

Regenerating Landscape, Biomes, Physics
Regenerating Landscape/Biomes/Physics can be disabled using toggle buttons in the Editor Mode (in the "Generation" section since Errant Paths 1.2). Disabling them makes the generation faster.