sorry for my bad english (i’m italian) but i have a question, can i find all the target point in the scene and asign to a var?
i need this to crate a patrol ia to walk to point A to point B, B to A ecc…
Hi!
If you are looking to create a patrol walk, take a look at the Content Examples project. Load the Navmesh.umap level and you’ll get some examples of how to use Target Points, including a NavMesh Bounds, and other great tips for creating Navigating Actors.
-W
Yes, open your level blueprint and go back to your level window. In your level, select all the targetpoints, drag them from the object list pane to the level blueprint window and hover there until it opens. drop the collection into the event graph for the level blueprint. take each one, in whatever order you want them and organize them in a vertical list. pull off the top one and type ‘make array’. Add the necessary pins and connect each of them in the desired order. Once you have that, you can create a targetpoint object reference as an array in gamemode or gameinstance and then after the ‘make array’ you can ‘get gamemode’ or ‘getgameinstance’ and cast to the corresponding blueprint and select the variable you created for the target points off the reference pin. then tie the make array - array pin to the array variable in the referenced blueprint.
Once you do this, anytime you would need to use the targetpoint array, you would just call for example
get gamemode > cast to mygamemode > TPRefArray.