DoN's 3D-Pathfinding / Flying-AI system (with full source!)

@RoboticHuman

Repathing is not currently supported in the unbound manager I’m afraid…

Technically possible, just hasn’t been implemented. Off the top of my head you’ll need to store the collision listeners in a new data structure that supports arbitrary volume ids (eg: TMap<FSomeVolumeIdentifierStruct, TArray<MyCollisionListeners>) and you’ll also need to implement an unbound version of ScheduleDynamicCollisionUpdate that analyzes the voxels occupied by a given dynamic obstacle (using the same “voxel collision profile” technique used by the bound manager) and fires off delegates to all interested pawns (using the new TMap). Cleaning up listeners after a pawn is done with path traversal is necessary too. You might run into some other niggles as is always the case with things like this :slight_smile: