master branch has been tested on 4.25.
Will be getting it checked on 4.26 shortly.
What error are you seeing?
master branch has been tested on 4.25.
Will be getting it checked on 4.26 shortly.
What error are you seeing?
@mid_gen
Thankyou for your plugin!
Would it be possible to get a few screenshots of how the nodes are setup in blueprint? I want to use it to output a set of vectors for the path. Thanks!
Little update to provide 5.2 engine compatibility.
Hoping to spend some time on a bit of a cleanup and refactor soon.
Hi.
When I set bTrackMovingGoal is true in a SVONMoveTo Node, it seems useless.
In VisualLog I can see AI will reach last found path’s end point then Repath to Goal, it will not follow player when player moved.
I really need some help. Thank you.
Thank you, appreciated!
After watching Nav-relative codes, I found FNavPathSharedPtr Path in UAITask_SVONMoveTo not call SetGoalActorObservation func.
But when I call this func it will not work either, cause I Path’s NavigationDataUsed is not valid.
If I found something new I will back.
ps: my english is not very good. Sorry first.
I found a crash when generate svonvolume data. If I make volume intersect with a very little scene like this.

It will crash.
Cause myBlockdindices’s size is 2 and my volume Layers is 3 it will out range.
Hello all…I embarked upon a fairly big refactor of this plugin a while back, and ultimately decided I would create a whole new plugin.
I’ve been tinkering with it for a while now, there’s a few more bits I’d like to implement, but it’s good enough for people to start using, and a big step forward from the previous implementation here.
The new repository is here:
midgen/AeonixNavigation: Next gen 3D navigation
Main improvements are in tools, architecture, path optimisations. There’s a bunch of differing path smoothing and optimisation options like funnel algorithm etc. which produce much nicer paths.
There’s some nice editor tools so you can drop in two AeonixPathDebugActors, configure one as start, one as end, and see the path update in realtime with various debugging visualisations.
I’ll make some decent documentation soon, but for now it should be familiar to anyone using the old plugin. Add an AeonixBoundingVolume to the world, add an AeonixNavAgentComponent to your AI Controller, and use the behavour tree move to task, to get the basics working.