This seems really simple but I can’t seem to find a nice way to do it. I have a spawn point which takes a radius (among other things) and I have a BP wrapper around it so the LDs can work with it. What I want to add is a visual so they can see the radius of the spawn point in the editor. Now, I can think of two ways to do this:
add a draw debug sphere to the object.
add a sphere object to the components and give it a nice grid texture
Neither of these seem quite right but both of them would work. Does anyone have an better ideas on how to do this? I’m fine with a C++ or BP answer, I really don’t care where the code goes.
I believe this is the right solution. I would make a collision testing in the construction script so if something blocks the spawning process i change the color of the sphere component.
I was thinking the same because it seems that adding a debug sphere in the ctor causes the packaging to crash and on tick only works in gameplay. I feel like there should be a utility for this but I don’t know how to make my own utilities.
I mean, this actor is nothing but a design ref and isn’t seen in game at all but I need things to so the LDs can see what they are doing. I am using a child actor with a target point to show the center and an arrow for direction but it seems like there should be more than just an arrow to use for this stuff.
I opted to just write my own component for this. Seemed easy enough and our designers needed a few different ones so this just made more sense. It’s pretty easy to do in C++.