Hello, I am trying to modify the behavior of the pathfinding that MoveToLocation uses, or replace it with something that will work.
I would like the path to essentially snap to grid, (just like VectorSnappedToGrid) like so
so the pawn only moves in 45 degree angle increments between “grid points”.
The pawn already starts and ends based on VectorSnappedtoGrid.
But i think the issue is that it only generates two path points when walking in a straight line (like the left side of my first image) where it would need 3 or more (right side).
Split the move to location in two parts, first find a location where the turning is supposed to happen, then move from there to the final location.
If this is supposed to be some turn-based implementation for a game, I advice against using the built-in navmesh tools and building your own (look into Dijkstra) or getting a marketplace asset that does it for you.
The tools provided by Unreal are made with games such as UT in mind.