Make Object follow a path and select direction when at a crossroad

Hi! Thanks for your reply. I’ll be honest, I’m pretty new to Unreal Engine. I haven’t heard of AStar or NavPath before, but I’ve looked them up and I know what they are now.

I have found a solution to my problem by using splines. I have 2 kinds of splines defined in different blueprints and classes (I am using both C++ and Blueprints). Let’s say there are 3 paths that intersect. These paths I’ve named “Forward Spline”. The splines that connect these 3 paths, the curves, are named “Turn Spline”. So there would be 3 TurnSplines, connecting ForwardSpline1 to ForwardSpline2, ForwardSpline1 to ForwardSpline3, and ForwardSpline2 to ForwardSpline3. If that makes sense. When my fox reaches the end of a ForwardSpline, it goes on a TurnSpline corresponding to the direction the player has chosen and at the end of that TurnSpline the fox goes on the destination ForwardSpline and so on. The problem is that setting up the TurnSplines is (while doable) very time consuming, especially in such a way that the fox goes smoothly from an ForwardSpline to a TurnSpline.

Your idea with FInterpCurveVector sounds intresting and it might be helpful. However, I don’t quite understand how to use it. There isn’t much documentation on InterpCurve on Google and I don’t exacly understand what the Eval() function in InterpCurve.h does or how to use it.