- When you're calling the function 'Get Random Point in Navigable Radius' [see link below], make sure that you store the vector return value inside a variable if you intend to use it in multiple scenarios later down the line. Otherwise, it ends up creating different randomized vectors each time it's used even though you're taking the same return value. It's kind of obvious as those are different function calls, but sometimes in the heat of the battle, it's easy to overlook small things like these.
- Blackboards can be cleared from within blueprints using the 'Clear Value' function [see link below]. This is especially useful in scenarios where you're dealing with vector blackboards. Setting it to zero in this case is not ideal as it actually represents a location in the game space.
- Basic workflow for creating splines: Create a spline component in your blueprint >> Set it's world points by passing in the vector data [see link below] >> Add a spline mesh component >> Set static mesh >> Set material for the mesh >> Get the location (and tangents, if necessary) at the stored spline points [see link below] and use this data to set start/end points as well as tangent vectors for the spline mesh. [Do a for loop with the spline points data, if you have more than two points]
- Select a group of blueprint nodes, right click and select 'Collapse to function' to have the editor automatically create a function encompassing those nodes.
- It is possible to increase or decrease the rate at which an animation is run, by adjusting the Rate Scale in the details panel of the anim sequence.