's Multi-Threaded Dynamic Pathing System, Full Physics Support

[FONT=Comic Sans MS]Dynamic AI Jumping For Shortcuts

In video I am demonstrating the use of Navigation Mesh Point Projection to identify shortcuts for the navigation path that require jumping!

When you see my AI jump to take shortcuts to their goal in video, it is not pre-determined!

I am dynamically calculating whether the AI should take a shortcut by jumping, and then overriding their normal pathing system so that they pursue the shortcut instead.

Toward the end of the video you will see them jumping pretty high to reach their goal that is on higher ground!

I did all the coding for in C++ in my custom navigation component classes and the character class :slight_smile:

When the AI unit is following the jumping shortcut I do the code in the character class, and turn normal pathing off.

While in normal pathing, I am running my own custom navigation point project line tests to check for shortcuts, which is what those lines of dots are!

I stop as soon as higher ground is found that has pathing on it, and redirect the AI to use shortcut!


**Navigation Point Projection**

involves taking a 3D world space point, and using a volume extent to check if there are any nearby points in the navigation mesh that are within the z value of the extent.

In way I can check if higher or lower ground has pathing, and is thus viable to path to via a jump!

Finding the best shortcuts and telling the AI to use them involved a loooot of C++ coding on my part hee hee!

Thank you to Epic for USTRUCTS so I could expose all of to Blueprints and keep the data organized in code without creating additional classes!

Video

https://youtube.com/JZKjkWQes8I