> MH-TheFifthVortexBeta4.KHMBase0.ReportNoneDefault_bStatic LOG_Error: ObjectPath1.bStatic=False is not the default value
This is fine.
> MH-TheFifthVortexBeta4.MapPatcherSvr0.FixMoverUseTriggered LOG_Verbose: Fixed this mover to not be cheated by grab command: Mover272
This is intended.
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ScriptLog: InventorySpot118 markedItem 'None'
ScriptLog: InventorySpot144 markedItem 'None'
ScriptLog: InventorySpot155 markedItem 'None'
ScriptLog: InventorySpot170 markedItem 'None'
ScriptLog: InventorySpot180 markedItem 'None'
ScriptLog: InventorySpot193 markedItem 'None'
ScriptLog: InventorySpot196 markedItem 'None'
ScriptLog: InventorySpot210 markedItem 'None'
Ok I deleted it.
It happens because I replace some original items with another ones. And do not rebuild pathes. But I think this path irrelevant for monsters - they not collect Inventory. And this maps not for bots.
All another not my problem/fault.
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MH-TheFifthVortexBeta4.KHMBase0.CheckInventorySpots LOG_Verbose: MH-TheFifthVortexBeta4.InventorySpot120 has no inventory item
Code: Select all
Begin Actor Class=InventorySpot Name=InventorySpot120
markedItem=RocketCan'MyLevel.RocketCan1' so when your code replace this unreal ammo to old unreal equivalent, this link now lead to None. Not my fault.
> MH-TheFifthVortexBeta4.KHMBase0.CheckInventorySpots LOG_Verbose: MH-TheFifthVortexBeta4.ShockCore15 has no InventorySpot (and hundreds inventory items more...)
I not rebuild paths because silly algorithm make InventorySpot for each ammo, even if its located too close. So when I place spot with all ammo in one place it create a lot path nodes near. So greatly increase path network. And on start, when monsters try find closest node in path network limit of iterations reached and map crashed.
Possible instead of this "ammo spots" need make special actor with very special code, which spawn and get all ammo on touch.
But it is very hard solution. And not flexible, because all ammo replacer not work for it. And old weapons ammo maybe not work.
> Boulder MH-TheFifthVortexBeta4.Boulder5 (Function UnrealShare.Boulder.PostBeginPlay:003C) PlayAnim: Sequence 'Pos2' not found in Mesh 'Nali1'
> Boulder MH-TheFifthVortexBeta4.Boulder5 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'Nali1'
This fixed by change base Actor to Car.
Currently, after reduce start count of monsters paths can be rebuilt without break map on start. But...
Here paths before rebuilt:
And here after:
As sektor love say "path network need a bit love". But I not agree with him.
This path network entirly bad builded and algorithm which build it must be corrected, because it pointless try fix it.
For example I leave visible only relevant part of map on Top view:
And now tell me why need connect all PathNodes between them? For example
Point 1 need be connected with Point 2?
Even if between them happily appear point 3, near exact line connect 1 and 2?
In general speaking all nodes can be connected with reasonable count of edges of graph. not this hell where almost all node connected with each other visible in some radius.
But this required a bit mote intelligent algorithms rather simple loop over all visible nodes in some range.