LisonStudios - Dynamic Blueprint FlowField Navigation System

Create large-scale AI movement with a fully Blueprint-based dynamic flowfield navigation system designed for runtime flexibility and performance.

This system allows hundreds to thousands of units to efficiently navigate toward goals while dynamically reacting to changing environments — without relying on NavMesh.

Place obstacles at runtime, spawn new walkable environments, create bridges with height differences, switch goals dynamically, and recalculate only the affected areas through localized updates.

Built for scalability and ease of use, the included showcase and quickstart maps demonstrate setup and implementation for a variety of gameplay scenarios.

Showcase video: https://www.youtube.com/watch?v=xodfDoyZOzM

Included Features

✔ Blueprint Only
✔ No NavMesh Required
✔ Supports 1000+ Units
✔ Runtime Dynamic Updates
✔ Local FlowField Recalculation
✔ Dynamic Obstacle Placement
✔ Runtime Walkable Landscape Spawning
✔ Dynamic Goal Switching
✔ Multi-Grid Support
✔ Z-Value / Bridge Traversal
✔ Batch Processing & Optimization
✔ Documentation Included

Included Content

Showcase Map

  • Runtime goal switching

  • Dynamic obstacle spawning

  • Walkable landscape spawning

  • Height traversal and bridges

  • Performance demonstrations

  • Large-scale enemy movement examples

QuickStart Map

  • Simplified setup example

  • Grid placement workflow

  • Goal setup

  • Enemy setup

Documentation includes:

  • ReadMe PDF

  • QuickStart Guide

  • Blueprint comments and explanations

Designed for:

  • RTS projects

  • Tower Defense games

  • Crowd movement

  • Dynamic world generation

  • Procedural gameplay systems

  • Large-scale AI scenarios