My aim is to release it along with UE4.15. They seem to be making quick progress, though, so maybe I’m a bit optimistic
You are absolutely right. I realized this shortly after my last post. I went to bed (it is pretty late in Norway), but kept thinking about it and then I came up with a solution. Couldn’t sleep without implementing it first, so here is my solution. I’ll show the nodes without explaining too much as I need to get up for work early tomorrow. I’ll explain then if you have any questions. There might also still be problems with this solution I have not seen yet, as I’ve only had time for limited testing:
In Pathfinding (yes, that is a new function. I’ll get to that next):
New function (left side):
New function (right side):
In Player Controller (in Event Graph. Under Display Path On Hover. Bottom pretty par right):
Also in Player Controller (by the Initialize Movement - Step 1 custom event)
AI should work with this solution without modification, even in the old version. Let me know if it solves your problems. I won’t respond for at least another six hours, though
Edit: the function above can possibly be made slightly more efficient for this specific purpose by limiting the tiles checked to the ones surrounding the potential targets. Getting these indexes requires using one of the visibility functions, though, so it would probably only be better for large movement ranges. This function also has other uses as a more efficient way to get all possible targets within range compared to the old version for the AI which is what I originally made it for)