I’d like to have a pathfinding:
- with slope costs so that AI prefers to move flat land before going to climb a hill (most important),
- with surface costs based on a landscape so AI wouldn’t walk into the swamp on their heels unless they don’t have a dry way (less important).
The project:
- is a huge realistic world;
- i’m trying to go blueprint-only;
- the runtime navmesh generating is not necessary for me (might become later, but now i’m making editor widget).
As far as I understand it is only possible to:
- Use navModifiers to set cost for specific volumes (actors) - i can’t afford to place volumes on every slope fragments of a landscape manually.
- Go into the deep programming to override pathfinding/casting - would be heavily time-consuming and frustrating for me.
And it is not possible to:
- tell the navmesh to generate areas with different costs,
- use any kind of external editing for a navmesh,
- place navmodifiers procedurally on the slopes or specific landscape surfaces.
Am i right or are there any other possible solutions?
Maybe someone did publish a code snippet or a plugin?
Any workaround ideas?