hi,
some years ago I posted a relatively simple and short C++ sample at Esenthel engine forum in “code snippets” section, using navmesh similarly to UE4, so it could help if you find it.
basically, its operation was:
assign a leader, and set row and column offset for the others,
set group direction to leader’s actual angle,
all the follower units should do very short pathfinding in every frame to their desired positions (can be spread over more frames for better performance), calculated easily according to leader position, their r/c offset, and group direction,
when the group receives a new target, the pathfinding is done by the leader,
when leader starts to move, followers follow him within a frame,
by checking the leader’s path step positions when path is got, it is easy to define group direction for each step, and store it in an array,
when leader is going towards a new path step, group direction is updated, so the group moves nicely,
additionally I stored arrival direction too, which was possible to set by holding down right mouse button instead of clicking, and the difference vector of press and release positions gave the desired direction,
as I remember it was not more than 200 lines, probably easy to port even to Blueprints.
but in my personal opinion navmesh is not really fine for RTS, especially when you have many troops, and you want to see nicely collision avoiding units, with correct collision resolution if it finally happens. for example the above mentioned sample project handled crossing groups and collisions very badly (I used PhysX characters), and I also found the built in UE4 crowd AI behaving very badly in this situation (maybe it is possible to use effectively, and only I did something wrong, don’t know…). so finally I made my own hierarchical tile+area pathfinder, currently porting to UE4 C++.
p.s.
if followers would also get path to next step of boss with r/c offset (instead of the frame by frame very short path updates), because of the non-consistent distribution of the navmesh it would break the formation, units would move according to navmesh edges following each other on a few tracks. it is avoided in case of a tile map, where the grid is consistent (and in general everything can be estimated easier).
Hey, telling the charachers each frame to go to new destination is not very effective. Is’nt there a way to do it without it? maybe relate to all character as one object and move it?