Pathfinding in moving ship/NavMesh

I got the Sea of Thieves method to work in the way I described, including with Detour Crowd Avoidance. I did it in c++. It didn’t take long to do but there were some tricky aspects. I recommend people go this route, it’s not that hard to do.

I haven’t done rotation yet, but I assume all that requires is applying some rotation math to the clicked point in addition to the regular XYZ translation. Am about to finish implementing jumping from NavLinkProxy with it.

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