Make flying AI/character uses regular navmesh

Hi there,
I am trying to make a flying/floating AI that uses the regular navmesh, with a given height above floor.

Don’t want to make a whole set of 3D navmesh since that would be too performance heavy, would be nice if it can simply check the navmesh on the ground.

Is there any good way to do it? The only way I can think of is to add springarm, capsule and mesh on top of the default capsule and mesh on my character, but that is not really desired since many logic still uses the default capsule to do.

I have a funny idea. Would you split your AI into 2 actors? 1 is on the ground, doing the navigation with ground navmesh logic. Another is your flying actor that is attached to the ground actor.

You can even make your flying actor “fly” from one ground actor to another to achieve fake 3D navmesh. But one pawn AI would possibly manage multiple actors for your AI to feel like one entity.

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You can use a combination of NavMesh and custom pathfinding logic. Set up your NavMesh as usual for ground-based navigation. For flying, modify the AI’s movement component to include vertical movement and create custom pathfinding to handle 3D space navigation.