How to generate cover points out of runtime
So I want to make a system in which the AI uses coverpoints, but I don't want to manually place. I have worked out a blueprint which does this in the construction script and creates Actorcomponents, however I would like to generate it once, like I click build and it also runs that script. Also how would I store this data after I ran the script so I can load it up once I load the map?
Any help would be apreciated.
asked Sep 12 '16 at 03:58 PM in Using UE4
I figured it out myself:
I have a SaveGame file which stores a transform and an array of structs for my cover points. In the construction script of the cover I make a string which is an append of the Current level name and the self reference to string. I then check if this save slot already exists, if it does I check if the transform is equal to the saved transform, if it is I continue to load from the save game, if not I run my script to calculate everything, this also happens if the save slot doesnt exists.
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