Hey Bizmark thanks for your answer,
Yes this is kinda a work around solution, my will is to be as generic as possible.
I don’t want to make a Formation BP for each formation on the map.
I would to have 1 formation class with Characters.
To put it’s instances on the map and arrange Characters in the editor - in multiple places - however I wouldn’t spawn them on begin play - since I have hundreds of Characters to save a performance.
I also aware that I can spawn them but just set em inactive and invisible until the Trigger event - however I don’t know if ti will save 100% of resources (well I don’t care about RAM) - when Characters are deactivated - they are still animating so it seems like - it doesn’t save resources 100%
What I have now is exactly what you described:
“However if I wanted to place them manually within the actors bounds I would create vector parameters for each that is exposed and shows it’s widget and tie the spawn points to that as you will be able to drag those around and set the location from the editor.”
I put a Cones on the map and spawning them like this → but this is quite a No-Go in terms of ease of use - since I will have a lot of levels.
And I don’t have a will of arranging Cones and then referencing each of them
- But if it is the Only way → I guess I will have to live with this.