Hi ,
thanks for you answer,
Here is what I am trying to do :
I have a rather large “AI Network” , it consists of nodes and links which are placed and connected together via the editor.nodes consist of positions and a list of links. A link contains a pointer to nodeA and nodeB. (there is other data ofc but lets keep it simple).
I can place the nodes in the world (actors).
Let’s assume there is a very very large quantity of these nodes so the memory/streaming impact is non trivial.
I want to bake this data into a very lightweight format which I can on my UE4 client and I can it on my non-UE server.
What I usually do when doing this kind of system is I create an “editor” version of my data and then I bake my data to a “game version” . in this case my “Game version” is only server side. I dont want any of it on the client.
This is why I want my placed actors to be present only in tool and not in game.
I hope this explanation clears things up.
Keep in mind I am able to modify the engine source code so on a previous UE3 project we hooked into the cooking and removed certain things from being baked (or added stuff on baking) but that was UE3, I am hoping that with UE4 there is already a “good way” of doing this