Hello
Please use "programmable world editor"
1. create custom class extending Edit::Area::Data
struct CustomAreaData : Edit::Area::Data
{
virtual void customBuild(ChunkWriter &cw ) // build custom data using chunks to "game world" ('cw' has "chunklist" already managed, use it only to write chunks), this function should be multi-threaded safe
};
call once Edit::World.setAreaData<CustomAreaData>(); in Init function to specify custom class usage
inside customBuild method you can access Edit::Area data, path's, objects
end you can export them to any file you want
customBuild()
{
Edit::Area &area=T.area();
path();
area.obj..
File f; f.write(..);
// save data
}
as for waypoints, after building the world you can manually process all files inside "Data/World/world name.world/game/waypoint/*"
you can use FileFind class, and on each file encountered use
Game::Waypoint waypoint;
waypoint.load(file_name);
and as for last question, character controller (Controller class) supports only non-rotating vertical capsules. so you should either use non-rotating vertical capsule, or don't use Controller class, and for example manually use Actor.