Initial "PathsLinker" builder which I never solved now it comes to reality and... I'll add more wrapping - including for a "removal" of a reachspec - in fact it's about editing it... This is what works so far
Code: Select all
final function GeneratePath(NavigationPoint N1, NavigationPoint N2)
{
local int i, j;
local int RIdx;
if ( N1 == None || N2 == None || RFlags == 0 || CRadius == 0 || CHeight == 0 )
{
log ("Cannot create a null reachSpec, please specify all path parameters.",'SpecGenerator');
return;
}
for ( i = 0; i < 16; i++ )
{
if ( N1.Paths[i] > -1 )
continue;
else
{
N1.Paths[i] = N1.GenReachSpec(N1,N2,VSize(N1.Location-N2.Location),CRadius,CHeight,RFlags,False); //Yeehaaaw !
RIdx = N1.Paths[i];
break;
}
}
for ( j = 0; j < 16; j++ )
{
if ( N2.upstreamPaths[j] > -1 )
continue;
else
{
N2.upstreamPaths[j] = RIdx;
break;
}
}
}
Edit: I got here a small paths network RED because I specified 20×40 Collision requirements and a single jumpy connection... entirely done point by point manually and later I linked NavigationPointList. So far it works in UT perfectly... Here I've done more lab test-crashes for BOT's function findViewSpot from state Hunting, if that is called outside of "hunting" it will crash game, also if FallingState gets called a lot, it does a recursive crash, crusher nodes have been replaced for doing/testing a normal game - it works. Here is what I've done. You can figure what happens at pressing button "paths rebuild" from UT Editor - go figure differences. Here are only 22 reachSpecs.
Note:
Nice Unreal Gold Assets can do a great thing for UT... but I don't know how much can do UT for Unreal Gold...