Pathfinding tweaks / custom

Hi,

Probably a beginner question, but I would appreciate some guidance / direction on the following:

Current setup (what is working):

  • Chaos based vehicles
  • AI-based enemies
    • EQS query to determine list of enemies
      • Algorithm to select the target enemy based on rotation / speed / DOT / …
    • “Move To” functionality
    • Raycast to determine stuck situations and get unstuck

The above is based on an empty playing field without any hazards (beside the cars).

I did some test with pathfinding, for dynamically moving hazards in the playfield and this works, sort-of. My main issue is that, although there is a path found to wherever the enemy is, it is most of the times suboptimal because it doesn’t take into account the direction/rotation/speed of the two vehicles during calculation.

I have been looking at the custom pathfinding solutions online, but I’m having a hard time to see on how I could add the direction/rotation/speed part by just overriding some pathfinding logic.

Any ideas / examples / resources that have a similar setup?

Thanks,
J.