How does one implement flying pawn AI navigation + Sparse Voxel Octrees?

TLDR: Are Sparse Voxel Octrees the “best” way to setup 3D pathfinding for AI? If so, how does one even begin to set this up in Unreal 5?

I have been working on a multiplayer space shooter for the past two months and recently started to build out the AI systems. However, I’ve recently realized that navmeshes cannot do what I want since the units are moving within space and I need 3D pathing.

From my research, many other devs have found a solution to this problem by harnessing Sparse Voxel Octrees. Conceptually I understand them, but I am at a complete loss of how to proceed in-engine to begin to set one up. Many of the videos I have found are showcases of how someone’s system works, but no in-depth explanation of where to even begin.

I’m hoping someone can, a: let me know if I’m being silly and there’s a better option for 3D pathfinding for flying objects; b: how would I even begin to set a Sparse Voxel Octree up? Which classes should I be using (NavMeshBoundsVolume?)?

Thank you in advance :slight_smile:

Space is sparce so do you even need complex pathfinding? you could just capsule trace forward for collisions and use AddMovement Input or forces to move

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I will definitely try that instead. Thank you!

I think I’m at the point in my learning where I’m trying to learn everything and seeing the simplest path can get lost. Appreciate it!