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
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