Sefa Mankaloglu - OpenWorldNavigationSolution: Performance-Driven Pathfinding for Massive Worlds

Features:

  • Targeting Persistent Open World Pathfinding on 16x16km landscapes with 200 concurrent Agents.

  • Custom Streaming system that will not destroy your Agents but instead put them into Stasis (Sleep) maximizing performance while enabling instant stream in and out.

  • Persistent pathfinding meaning Agents will continue trying to reach their target destinations while streamed out.

  • Custom Gameplay Debugger for easy debugging.

  • Pre calculated paths in the editor that link Hubs to each other.

  • Using a post process volume users are able to visualize where the Nav Mesh will generate in the editor.

  • Programmable Proxies that take the place of Agents when the Agent is put into stasis.

  • Tested and compatible with EMS - Easy Multi Save.

  • Different tools that make placing waypoints on a Huge map easy.

  • Supports Replication.

  • Adjustable A* pathfinding heuristic weight.

Code Modules:

  • OpenWorldNavigationSolution: Includes the Streaming System and the Navigation System that will be utilized at runtime.

  • OpenWorldNavigationSolutionEditor: Used to place Waypoints across the map, creating the Waypoint grid and baking paths for runtime.

Requirements:

These plugins are all included in Unreal Engine.

  • Landscape

  • WorldPartition

  • StateTree

  • GameplayStateTree

  • ProceduralMeshComponent

Network Replicated: Yes

Supported Target Build Platform: Win64

Documentation Link: https://docs.google.com/document/d/14HSvl1xYJfBlUlERHq9N6fLsxacS7BqLtoJB7yi1rBI/edit?usp=sharing

Discord Link: https://discord.gg/jmSQd4za

Additional Notes:

When developing the plugin, I targeted a map of 16x16km size and with up to 200 Agents. A flat 16x16km landscapes waypoint memory usage is around 350 MB.

Not all AI should be an Agent, only high profile AI that you'd want to persist throughout the map and move around should be OWNS Agents.