DreamMaker, thank you for your response. Developer participation in the forums helps so much (I developed in the Apple/Swift/Scenekit world before coming back to Unreal and the Apple folks never read the forums so Scenekit pretty much died).
#3 would be the greatest wish: being able to hardwire/force connections was something I ended up using all the time on path nodes in Unreal for literally 20 years. I will post some screen shots, as until yesterday’s livecast I didn’t know about the debugging mode for navigation.
BTW, In the old days of Unreal Tournament, the UE had all sorts of path nodes (for elevators, jumping, sniping, springboards, etc.) and it was very easy to subclass things. It looks like most things in Fortnite are final classes now.
Screenshots:
Shot 1: Even though I replaced the small sliding doors with much larger garage-door-style doors, nav and bots will not go through this one. It looks like the ‘step-up’ on the door may have been throwing it, so I made an invisible static mesh ramp and that seemed to help.
Shot 2: Nothing on the outside of the blimp is navigable, no green grid and only red blocked connections. The blimp is stationary, and the physics/collisions are unchanged (FortniteBuildingMeshPhysics), the same as the blimp interior which generally navigates fine. the only differences I can see are that the outside static meshes have two materials and that their collisions are more complex.
Shot 3: This is an example of a link between nodes that was fine, but randomly stopped working. The green grid is due to some static floor meshes that I added to get anything to navigate the ships wings, I plan on making some simple invisible static meshes to overlay the wings.
Shot 4: I didn’t touch these path nodes, but they fixed themselves (others broke). Also when they break, it isn’t just visually, but also impacts the bots. I did find out that path nodes will block path nodes of a different number, weird, but easy to work around.