Tilemap with Blueprints from NavMesh.


I’d like to find out if it’s possible to generate the Tilemap shown in the linked video using only blueprints.

I’d like to develop a way to track an AI running through a scene, and check if it’s covered a 100% of the map that’s available from the Navmesh.

Any suggestions would be greatly appreciated.


I’m not sure that’s possible in blueprint to be honest. I’m actually using a fairly nasty looking debug drawing class I found somewhere in the engine codebase to draw the influence map here. I’m guessing your best bet is to use a procedural mesh component. To be honest my method is a bit poor because the mesh itself isn’t created optimally here. So I’m likely to be changing my approach to use methods similar to procedural mesh component at some point.