Time for action – Preparing for brokenness
Before we break anything, we need to set up a new map and a new script folder specifically for these experiments. We're not going to use AwesomeGame because we want to focus specifically on the errors we create, and we don't want any interference from other code:
Create a copy of
AwesomeTestMap.udk
in theUDKGame\Content\Maps\AwesomeGame
folder and call itBrokenMap.udk
.Open
BrokenMap.udk
in the editor.Delete all of the Kismet, plus all of the
AwesomeEnemySpawners
and other actors on the map apart fromPlayerStart
, the ground, and the lights.Save and close the map.
What just happened?
Now we have the map set up for testing. Next we're going to create a new script folder specifically for these tests.