Major Update & 4.17 release
What’s New:
Full Multi-threading support!
- Multi-threading code has been rewritten from scratch and is now robust and ready for use. It is now enabled by default.
- Significant performance boosts - both for your frame rates and for your bot’s reactivity.
- This means Infinite map size (via Unbound manager) + Large number of A.I is now finally a very viable option!

Major bugfixes to navigation solver
- Bots no longer get stuck while lying flush with a wall or obstacle (initial overlap usecase)
- This was an issue reproducible in the sample project and reported by a user. As always, issues reported via the sample project are easiest to reproduce and investigate.
- Improved nav request scheduling (redundant aborts eliminated and more)
Community Contributions
Thanks to Vladimir Ivanov for:
- Multiple manager support via actor based manager selection (very common request!)
- Path recalculation support for Flight Location key
- EQS tasks that expose the CanNavgate and RandomNavigableLocation functions and fix for FlyTo node usage with SimpleParallel node.
Thanks to Brune for:
- 4.17 migration code to get me started quickly
- Blueprint Nativization friendly code changes (n.b. more changes may be needed in this space, either in the nativizer itself or in code)
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Downloads
Check out my new plugin!
A significant amount of effort was needed to get this update out, not just in building the features but in merging four different code bases together and testing some very time-consuming edge cases.
I request that if you found this plugin useful, please also check out my new DoN plugin - Mesh Painting & Gameplay solution for UE4, a very feature-rich plugin catering to many different usecases for both FX and gameplay.
Chances are you may find something you need for your project in there! ![]()
See the new plugin’s Marketplace Link, Video Trailer and Forum thread for more.
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Enjoy this update!