Dynamic Pathfinding without NavMesh

Hello all! I would like to implement dynamic pathfinding in my game. I would not like to use blueprints mostly due to the build times I’ve been experiencing. It takes forever. How would I achieve this?

Thanks! :slight_smile:

I implemented a similar thing (back when navmeshes were not dynamic).
here’s a general description back from when I implemented this in UDK:
“The dynamic pathing is just a series of custom dummy actors (imagine something like a Note actor) which I can place in the editor and spawn at runtime. Besides that all of the pathing is done by the AIController by using traces to check if such a DynamicPathNode is available to walk to.”

in the UE4 implementation I made the system much more powerful by pre-caching connections between my DynamicPathNodes at postbeginplay, which allowed me to find much longer paths.