I’m not sure what you mean. I don’t want to change the cost algorithm, I just want to use the built in NavModifier functionality from Unreal Engine.
In the NavModifier you can reduce the cost for a specific path, e.g. so that NPCs prefer to take roads when pathfdinding.
Something like this:
I feel like this has to be an extremely common requirement for a navigation system to apply lower cost to roads.
UE5 offers the Landscape Spline tool, which is commonly used to draw roads on a landscape. But when I apply the lower cost to the mesh by marking it as dynamic obstacle, I get these ensure errors on engine start.
I’m not sure what the correct approach is here, there must be some built in way to do this?