Unfortunately my level is generated 100% at runtime, and I have NEVER been able to get a NavMesh to work on it, and all my inquiries on the subject have gone unanswered, and my searches have all come up empty handed.
SO, Let me go about this another way. I’m going to do my own AI without NavMeshes, but not sure if I should parent from Actor or Pawn. Just wondering which one will come back to haunt me the least down the road. Actor would be more generic, but are there benefits I would have by using Pawn as the base class? What is easier to reference from other BPs? I’ve never been able to successfully reference any actors I’ve created except for using a “Get All Actors of Class” node and referencing them through the array.
Or maybe I should just program my own C++ class and use that as my base and do all my movement programming in there. I’d rather keep things in BP if possible, but at this point, I’m looking for Pros and Cons of doing things different ways. (And again: Unless you have a method for me to get a navmesh working on a 100% runtime generated level, I do NOT want any suggestions that require one.)