Wow guys thanks, the maxOps.CloneNodes function was what I was looking for.
@SyncViewS, thanks for the function, unfortunately for what I'm applying the functionality to it isn't really what I need. But seeing how to structure the resulting array and all that was a big help.
I'm writing a script which takes in all the gameplay telemetry from our student game project and turning it into a visual representation our level designers can toss into their maps in UnrealEd to get a better idea of the player path and player's use of our mechanics. I'll be posting in a few days to get some help turning it into a lean mean script.
Basically I get a log file from the game which after being parsed and reformatted by a simple perl script looks something like this:
102092.01,3741.62,-64822.92,HEAVY&, this is basically the player's x,y,z, and state. Our game has three states, HEAVY, LIGHT, and NORMAL. it just allows us to see where the player is switching between the states.
LEVELSTART&, PLAYERSPAWN&, CAMERARESET&, PLAYERDEATH&, and a few others are simply events which occur.
So what I do is create a new spline and add knots at the player location every line. Every time the state changes I start a new spline with a new materialID. (This allows for different colouring in the game version) Also there is a set of simple geometry which relates to the different states and all the different events. These get placed when the event happens at the last known player location.
Being a student and all I'd be curious to know how much of this kind of thing actually gets done during the production stage of a game being developed by industry professionals.