Hi! I’m trying to find a way to tell my AI to take the longest path instead of the shortest path, Is there a way to do it via blueprints?
I general? No.
But if want it to apply to a specific place, you can lay down nav mesh modifiers that add an extra cost to walk there, meaning the AI will choose to walk around it.
1 Like
Hey @SsPunchlin3sS!
To add a bit more to @DM_PSX’s great solution, you can use use Nav Mesh filters and queries to adjust the path all of your AI takes when trying to reach their destination. You can even use those identical zones in different ways with other AI. Here is the documentation you will need to set those up:
I hope the above is the solution you need!
1 Like
@Quetzalcodename
@DM_PSX
Thank you for the great solution, also I’ll update this post if I find more solutions around this topic