I have been trying to figure out a good way to do path-finding for our game, I considered navmesh’s however I couldn’t seem to get it to feel right especially with the character being able to move vertically as well as horizontally.
As such I tried building a raycast path generator
The issues im having with this method is
- I can get the closest point to navigate to, but how can i design the path from that?
- The performance could be better, I was wondering if anyone had any ideas on optimizing this, or if im solving the wrong problem
Here is a video of it working, as you can see it makes a -lot- of rays, especially at the end when I walk behind a wall…
Here is the blueprint, its fairly simple all things considered…