I suppose I need to qualify that I was working with another map as a template. I have never worked with a tool like the UNREAL Editor before. SO it is taking me a bit more time to ramp up. Sorry if my questions are irritating.
The problem is I was looking for something in one of the pull down menus to find, and edit with my own input for the overhead map. The ROLevelInfo Actor of interest is actually tucked away on the map\level itself – way off in a corner. For those more along my level tweaking (i.e. lack of expertise with the UNREAL map editor tool), the ROLevelInfo Actor is one of those weird looking little horse or dragon heads. Some are for spawn info – some define map corner info for the level – one is the ROLevelInfo Actor. Again for posterity and future dumbasses like myself that run into the same conundrum, if you are looking to play with existing maps\levels to figure out whats what, you need to double click on the various Horse Head thingies located on the map till’ you find the horsehead entitled “ROLevelInfo” Actor. SOme of the heads are tucked away well away form areas you are normally working on, so you may have to hunt a bit for the right horse head. When the properties screen pops up for the ROLevelInfo Actor, look for the subheading that says ROLevelInfo – click on it – or expand it. Under the mapImage subheading you will find where the level actor is telling the map whiich overhead map texture to use. Click on the box on the right of the mapimage (NOTE: Make sure that the overhead map texture you are going to use is selected within the texture browser from your “mylevel” package.) Meanwhile, back at the “ROLevelInfo” Actor your gonna want to click the “use” button on that “MapImage” box. You should now see the file name of your overhead map appear in the “MapImage” box. I think you need to rebuild the level again (the “build all” button on the main tool screen of the editor) to actually see your overhead in game play. I went ahead and did the “build all” again and than ran the game in practice mode. I now have my overhead map functioning. Yeah-haw! Now I just need to tweak the map boundry actors a scoosh to get the overhead to align properly.
Actually importing the overhead map texture to the myLevel package is explained very well in the RO SDK Editor Manual., but geeting from the import part to the using it is not so well detailed (IMHO).