Actor Container for holding path nodes

Hello guys,

I’m working on implementing AI path patrol. My idea is to create some kind of collection containing the path nodes ( a collection of ATargetPoints). For example TArray, but I want to be able to modify the size of this array and manipulate the locations of its target points after I place it in the editor. Something like a blueprint (Actor) called Path which contains this collection of target points. After setting the desired path I want to pass a reference to my AI controlled pawn so it can follow the path defined by these target points. The idea is to avoid hardcoding paths into the map and to be able to pass different paths to different AI Characters. How would you implement such a thing? Perhaps the engine already provides some kind of solution to this? Perhaps dynamically generate ChildActorComponents (which spawn ATargetPoints)?

Perhaps @MieszkoZ has some insight? Sorry if my question is silly. It could be that I’m not thinking clearly at the moment I’m writing this.

Cheers.

Thats up to you to be Honest. All your AI wants is a TArray and where its comming from or in what order you filled it does not matter. You can Randomly choose 5 from all in the World or choose all in 1000 Distance or 5 closest to the Player/Objective etc. what you are done was to predefine a Array by picking some Targets by Hand (thats fine too)

Good Luck and have Fun