I’m trying to set up a system that allows npc waypoints to be used dynamically and fluidly.
Here’s what I want:
-A system that doesn’t require blueprint editing! I don’t want to open a level blueprint for every npc in the game!!
-A list of targetPoints that is referenced to the npc character
I’m trying to set it up so a UProperty Array holds all the references to the targets you want… is this possible?
I have this, but all this does is lets you choose any asset that is a TargetPoint. I want to make it so you can choose a specific asset on the map.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = AI) TArray<TSubclassOf<class ATargetPoint> > WayPoints;
Any ideas? Thanks!