As if I would be able to code something like that xDCrusha K. Rool wrote: ↑Sun 22. Mar 2020, 13:16 If you wanted to get it to work with regular VehicleFactories, you could have a script that takes care of spawning the UltimateRadarVehicleLRIs itself for the relevant vehicles. You would need to constantly iterate some list on basically every Tick to find relevant vehicles and also keep track of whether they already have an LRI.
I only know basic C++ stuff, not sufficient enough to code something like that.
Is there an easy way to make it work properly? I don't have any idea where to start.Crusha K. Rool wrote: ↑Sun 22. Mar 2020, 13:16 If you are only interested in vehicles driven by players (since it's a racing mode), you could iterate through Level.ControllerList, check the Pawn of each controller and see if that is a vehicle or has a driven vehicle. That would seem better than iterating DynamicActors with a constraint on the Vehicle class, which could given even worse performance. You would then either need to hardcode the settings for the radar map texture, etc. or make them configurable in your actor for each vehicle class that is going to be used. If the vehicle associated with the LRI gets destroyed, the LRI will destroy itself shortly after (via the BaseChanged() event).
But the quote above means that if a player leaves a car, the car is no longer be tracked. Not a deal-breaker but it would be nice to have the cars tracked even without anyone driving it.
That would be awesomeCrusha K. Rool wrote: ↑Sun 22. Mar 2020, 13:16 I could try to make it work better in a future release of UMTv2, but for now just overriding the initialization in a subclass seems the easiest way to go.

So what do you think? Is scripting a new actor worth the hassle? Or should I rather try to make the TeamRadar Mutator working?
Since Corona I'm just bored, so I've got the time and energy to work on at least something ^^.
Are you up to help me out? Otherwise I'm probably lost and won't use the UltimateRadar at all.