How to have AI pawns navigate a moving ship, vehicle, platform, whatever, i.e. where the NavMesh would continuously change?
This has been asked many times before, as far back as 2014, none with proper solution:
- AI movement on moving platform (like a ship deck)
- AI on moving platform (like a ship deck)
- Navigation system with moving object
- Pathfinding on large moving object
- Navmesh and moving floor
- AI navigation on a moving platform (e.g. ship deck)?
- Moving NavMesh Volume
- [UT4] Generating Navmesh on Moving Object
- Moving navmesh without rebuilding it
- Pathfinding on a moving object / Local space pathfinding
- How to update navmesh according to a moving NavMeshBoundsVolume?
- Moving the NavMeshBounds Volume
Is there still, in UE5, no officially implemented solution to this somewhat basic problem?
The only published workaround i’ve found is as described by the “Sea of Thieves” developers for their “Skeleton ships”, where they seem to have a stationary clone of the ship mesh with a baked navmesh, then use it for pathfinding queries, somehow transforming the result, see:
Any further knowledge on how it’s done/integrated?
Could it also work for a NavMesh that’s updated dynamically, e.g. building the ship?
Can it be done without modifying the engine?