★★UPDATE★★
I totally butchered the Get Local Bounds explanation, even in the text overlay. The Get Local Bounds gets it's vector from the origin of the mesh, similar to extent except the Min value will return the lowest values, from the origin while Max value will return the maximum vector values, from the origin. Using my example in the text that if you have a mesh that is 100 x 100 x 50, using the Min will actually return a vector of -50 x -50 x 0 while the Max will return a vector of 50 x 50 x 50.
Get Component Bounds, which is used to get the extent, worries about the volume of the component while Get Local Bounds only cares about the actual dimensions of the mesh passed to it.
Sorry for my utter lack of being able to properly explain this, hopefully this clears it up a bit!
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We do some final prep work before starting our AI system, including adding an "entrance" point for our AI to go and adding a collision box to all our building meshes (ghost, building master and construction proxy) so that there will be enough space for our AI to enter the building! We also create our behavior tree and blackboard in preparations for our upcoming AI. Enjoy!
★ RTS Playlist: • UE4 RTS Tutorial Series
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★ Images from this Episode: I haven't been posting the screenshots the last couple episodes because nobody has gone to view them. If you want me to continue adding them or just want me to send one to you, leave me a comment!
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♦ Unreal Engine Version: 4.9.2
♦ Template: Top Down Template
♦ Type: Blueprints
♦ Game Style: RTS - Simulation/Strategy/City Builder
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