If this task in simple maps was probably piece of cake, I got headaches from my tiny brain trying to mitigate/solve problems developed by "Mix-Mapping" types a la MH-LandsOfNapali. That Level is done from pieces, the evidence are duplicated actors mooing around, we do have 1716 NavigationPoint actors spreading spam when DevPath goes in troubles. By injecting new paths and getting rid of others there is possible a clean Network with only 800+ NavigationPoint actors.
My problem has come from iterator foreach AllReachSpecs crashing during a call through Navigation and doing tweaks increasing cycles to the death.
- Code: Select all
LANDSOFNAPALI: Attempting to screw up Evil NavigationPoint actors...
Critical: appError called:
Critical: PathsActor MH-LandsOfNapali.PathsActor0 (Function ANDSOFNAPALI.PathsActor.CleanupNavSpecs:0014) Runaway loop detected (over 10000000 iterations)
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
I went for a slooow solution but... not everything do looks fine. Player might spawn in other location because re-wrapping Navigation could make triggers to go wrong for some reasons - or I do have to recall some PostBeginPlay around triggers for capturing stuff again.... Another time spawning in a new location do works properly... I'm not sure if duplicated actors are not fooling iterators by screwing that whatever TArray else I don't have other logic explanations.
A code snippet from state which is processing/eliminating old network - I don't think this is final stage - is down there:
I will attempt another combination in next round...
I think Final viable solution would be Editing map and removing duplicated actors because they do not have any purpose...