Hi,
I am using the **FindPathToActorSynchronously **to visualize the path points generated and decide whether I can use it or another set of path points be better.
I looked and the BP node Navigation Raycast and it seems that one can generate a valid path point where to move in the nav mesh???
Ultimately, it would be even more useful if I can just create another path query that ignores all the **NavModifierVolumes **and give me the shortest path.
Appreciate your help