I use Unreal’s V1 navigation system to find a path between two points. It’s very straight forward to find a path in C++, but the path isn’t that optimal for me, since it goes straight from point A to B (diagonal). Since my game is tile based, I want more of a A* styled approach which goes a straight line as far as it works and then diagonal. Here’s a picture showing that:
The green debug line is how it currently generates the path, the red thick line is how I want it to work. Is there a way of changing that, maybe with movement costs?
Thanks for your help!