[4-27] Is it possible to use splines instead of navMesh?

Hi, I’m working on creating an AI system that finds the shortest path to a target, but I need it to use a system of splines created dynamically at runtime.

The idea would be something similar to “mini motorways”, where the user builds the roads and the cars are directed from the houses to the shopping centers.

I have used a grid system to position the roads. Each road block contains multiple splines (lanes and directions). It is a modular system, being able to connect several road blocks, thus the splines are connected to each other.

I would like to know if doing this is possible with the unreal blueprint system and what would be the right direction to go.

Is it possible to use unreal’s navigation system or do I need to develop a custom A* algorithm?
Is it feasible to insert navigation meshes into road objects or would splines be the correct way?

Thank you very much, any help will be appreciated.

Hello again, after looking for a lot of information on the subject, I decided to create my own A star pathfinder system.
There are many tutorials where they explain the algorithm, and still with some doubt about the heuristics, I think it works quite well.
So I have a grid system, I have a beginning and I have an end.
A car is generated in the initial square and the algorithm starts, as a result I get a “path” array with the squares to follow.

Now I need to move the car, I have read that the correct way would be to generate a spline. Each “grid” object can have various road types (straight, curved, T-junction, X-junction) that will need to be updated with the building system.
My question is what form should I follow for this process:
Have each spline section prepared in each road object and once I get the path to follow, “join” all these splines into one or animate the car through multiple splines
· Generate the spline once I get the path to follow, helping me with points to create the spline along each grid object
Thanks as always any help or idea is welcome