Hey all, I’ve currently got this setup to produce a vector greater the Near and within Far collision spheres. As the collisions are spheres the randomly generated vectors are being produced below the surface.
What changes do I need to make so that the vectors are always above ground?
Is this even measurable? I’d use the setup that looks cleaner at a glance to you. Technically speaking, the fewer BP nodes the better… but you’d need to call it million times, at which point the cost of a long loop is a thousand fold greater than the cost of calling the node.
Not advocating for writing inefficient script but optimise where it makes sense. This is probably not the right thing to worry about.