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

Hey

Awesome work! I can’t tell you enough how many times your posts and answers scattered throughout the Unreal World, have helped steer me in the right direction on multiple occasions.

I have been trying to do a similar path finding jump as your videos above, but am getting stuck on one part, On your #140 comment , the video shows some dynamic path finding and jumps being made by the AI to get to the player. I have been looking at the Recast Nav mesh and am able to find the nearest poly and the get all polys methods you posted but the find nearest seems to only return a poly on the same area and the find all polys returns everything it seems. Is there a find nearest poly between two areas? I cant seem to find a query function that finds where the AI should start its path at, given the player being a couple jumps away. In your example video, I see you have two poly areas being highlighted the yellow ones that signal where the AI should move to and the green ones that signal where to jump to. Is it possible to shed some light on how to get those polys? I don’t care about sharing code as much as just an explanation of the idea you used, as I still want to learn for myself, just cant seem to figure out a way to accomplish that part.

Thanks !