AI/Navmesh system limited to Characters only? Can't make Nav system talk to Pawn Input?

That’s certainly very useful to me, thanks! That at least allows me to make the engine create the path! I just need to find the C++ equivalent of this stuff now.

The difficult part for me now, is making the Pawn understand what it is supposed to do in relation to that path. Does it need to turn right or left, does it need to thrust, strafe or reverse etc. In the Character Movement Component, the pathing engine quite literally just gives it a vector direction to move in, and the movement component just “moves” the actor at the given speed. The rotation is handled automatically since it just rotates to face the direction it’s travelling in. In my case, the actor will have to turn itself and thrust itself to get there. That’s the part I’m struggling with, though I imagine I’d have to do that on my own regardless anyway.

@franktech - I want to avoid writing my own pathing code because I know that a) Epic’s version will probably be heaps more optimized than anything I could write right now, and b) because there could be several hundred of these actors in the world at once (and in Multiplayer). Calculating all that stuff on the fly for each actor will get expensive, especially if it’s trace/collision based. If I use the NavMesh system, I’m hoping I can reap the benefits of any optimizations made to it. (hence why I’m also doing all of this in C++, since speed is key for me.)

The final levels will be a mixture of Open-World-style levels with lots of Open Space, but there will also be buildings and general landscape-like features that they’ll have to Path around. More importantly, they’ll also have to path around each other, not just the world. (I’m fairly sure that NavMesh isn’t dynamic either right?)

It’s quite a complex topic really. If I can at least get the Behaviour Tree system to talk to the objects and get them to move between locations and look at objects as expected, I can make a start.