44) PrunedPaths should be visible too.
45) Map should be DELETED, not saved without PlayerStart actors and also when has Un-Compiled garbage.
46) A clone of DescribeSpec which must have a FULL reachSpec description not what is described at this moment.
47) We need some dedicated strings for connecting/not connecting paths - not new values but their own tags:
- N_Pathnode21 - Do Not connect Pathnode21
- C_Pathnode21 - Force a connection to Pathnode21 using at least R_Jump/R_Walk and R_Rwim if goes in/from water - R_FLY if it's really UnReachable by a ground unit
else...
- C_Pathnode21_20_40_9_1 = Connect PathNode with spec CollisionRadius 20 CollisionHeight 40 using R_Walk | R_Jump and bTwoWay = True.
I think this is what a smart Editor should have letting people to connect Nodes over bridges/boxes ect how they want, including when Funky wants to have a connection which no one can use like in months before.
48) Deleting a reachSpec and remapping correctly all remaining reachSpecs in Nav.Points as they have to be by using C++ Iterations out of limits.
U227 has this removal of reachSpec feature but he said:
Code: Select all
Remove an existing reachspec.
WARNING: If you remove for example, reachspec #25, all remaining reachspecs after will go -1; #26 becomes #25, #27 becomes #26 etc. It could break
down entire map navigation for AI! */
native(1714) final function bool RemoveReachSpec( int Idx );
Why would break down entire map navigation for
ALL ? - not only A.I. uses navigation network, I'm using it too. All Paths and upstreamPaths should be recounted correctly and here PrunedPaths can be... DELETED by default if they exist at once with all junkie bytes added and not finished in UT.
49) Editor Engine should not use an iterations limitation at least not in a builder even if it uses UScript - WHAT the heck is that thing for in Editor ? Godamn, we don't lag game in Editor.
50) ActorListSize in LevelSummary it's ALWAYS 0
Give me a native accessing a processing-progress bar when I'm accessing foreach ALLActors and allow me calculating task progress based on ActorListSize which I don't get why must be ZERO when it should be updated.