Just an addition to this thread, when using an actor to deform terrain, the effect is purely visual. The ground height of points in the affected terrain will not be altered. This includes both "Height Of Point" and "Height At Point". I've got a physics system that makes use of height at point triggers, but I'll have to create a workaround to have dynamic terrain for my map.
Yeah, I ran into that when using this. the deformation won't go any further if the baneling is used in the same spot more than once because the actual height doesn't change and it's only cosmetic. Plus I've found that the area that the crater is created when using this method doesn't have any pathing information so units either can't enter the area or if they are in the area that is created, they get stuck! And I want my craters to get bigger!
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Yeah, I ran into that when using this. the deformation won't go any further if the baneling is used in the same spot more than once because the actual height doesn't change and it's only cosmetic. Plus I've found that the area that the crater is created when using this method doesn't have any pathing information so units either can't enter the area or if they are in the area that is created, they get stuck! And I want my craters to get bigger!
Anyone know any solutions to this?