I am seeking help understanding how to implement an Influence Map in Unreal Engine. I feel like I have a good basic understanding of practical uses of an Influence Map from online articles such as: Mechanics of Influence Mapping. However I haven't found many examples that actually explain the implementation of an influence map. Specifically I have not been able to grasp the coding involved with creating the map itself whether that be a basic grid, area graph, or way-point network. I would like to ultimately use an influence map (or maps) to control an AI system for my game. Any help is appreciated. If I'm not being clear enough I apologize I am still very new to this and am not sure where to begin. I'm happy to answer questions if anyone needs more details. Thank you.
Implementing an Influence Map
Usually each map is simply a grid implemented as a 2D array of floating point values. Each cell corresponds to some part of the game world, and the mapping between the two is typically some sort of cellX = worldX / cellSize calculation. If you're struggling with the syntax for a 2D array, look here - https://stackoverflow.com/questions/936687/how-do-i-declare-a-2d-array-in-c-using-new#936702 - or just use a 1D array and calculate the cell indices as (x * rowWidth) + y.
Generating the map is a matter of writing in whatever values represent whatever phenomena you're trying to model, and doing that in a way that takes up space beyond the single cell in which the represented entity is. Usually that means you write in the core values and then use a 'propagation' technique to spread the values out wider. With a grid this is usually a 'blur' algorithm. You can see a simple example here - http://blackpawn.com/texts/blur/ - but be careful to operate on a copy of the map rather than the original, then swap them when done (as noted in your linked article).