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

Lol not really… After years of benefiting from the system in the form of free open source software, free wikis, free tutorials, guides and forum support from so many people, not just in Unreal, but everywhere, you start to feel guilty that you haven’t given back anything to the system from which you took so much. If this plugin is used successfully by other games I would feel some relief in knowing that I’ve hopefully given something back.

Interesting idea. Just try modifying ADonNavigationManager::CanNavigateByCollisionProfile from this:


if (!CanNavigate(Volume))
		return false;


to


if (!CanNavigate(Volume) || Volume->DynamicCollisionNotifyees.Num())
		return false;


…this might work. We are leveraging the fact that any active path solution will leave a trail of dynamic collision notifyees on the voxels.

Try it out if you need it, I won’t get the time to test this myself any time soon and I’m also wary of implementing this as a formal solution because it’s not very across usecases.

Eg: what happens if 10 bots need to travel through a narrow crevice where there’s only room for one bot to squeeze through! So if I implement this at the plugin level, all possible usecases need to be understood, performance profiled, tested, etc. Also, the “Fly To” node may be a better candidate for housing a full-blown neighbor avoidance solution as locomotion is its primary duty.

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Neighbor Avoidance and Octree voxel solution (for supporting larger maps) are long-term features I would love to support some day, but expect at least 4-6 months before I can revisit this!

I’ll release bugfixes occasionally whenever I find them in my own game (which uses this plugin), but for now I need to focus on my personal project and can’t commit to new features. The source code is there for people to implement anything they like though! :slight_smile: