@UPO33 Thank you for this short tutorial, great work! I tried to implement it in my code and here are two results:
- It really work, I modified getVirtualCost by adding little random multiplier and navimesh started to generate diffrenet paths with little randomization :). So I have full control over pathfinding cost.
- I have problem with pa/pb parameters. I want to implement tactical pathfinding, so I need these parameters to correct final cost by distance to player, player’s sight etc. But looks like type const FVector::FReal* has wrong description: “[(x, y, z)]”. I tried to draw these coordinates and got wrong results - axes was inverted. Now I use next translation:
FVector start = FVector(-pa[0], -pa[2], pa[1]);
FVector end = FVector(-pb[0], -pb[2], pb[1]);
It works for me. Do you have any similiar problems with coordinates?