Thanks !
- I agree, the Character “knows” too much, in a RTS requirements are significantly less and different (no exact physics simulation is really needed, tile based movement is acceptable, must be optimized for performance rather than quality etc.).
- In another engine I tested it was possible to save the Navmesh, there must be a solution in UE4 too, it could help a lot…
- In my custom solution (that looks like the one used in Company of Heroes, consisting of tiles and small areas), it costs also a minute or more to build the static data of a big map, based on terrain size and height-field, but the dynamic stuff only 10 seconds, which is a big advantage of creating an own system (enables e.g. random map generation, what is - as I know - currently impossible with landscapes).
I think 1st I will deal with checking the possibilities of the Navmesh solution.