Unreal RTS pathfinding

Hello!

I am currently developing an RTS game using Unity. I am considering switching to unreal 4 for development.

I am curious about pathfinding in Unreal4 out of the box. Is it sufficient for RTS pathfinding with agent counts up to about 40 max?

I guess the two most pertinent questions would be…

  1. Does it allow for dynamic modification of the navmesh at runtime? This would be for placing buildings.

  2. Does it have built in local avoidance algorithms for unit navigation. I read about something called DetourCrowds. Has this beem implemented in the current version?

Any feedback would be greatly appreciated!

Thanks :slight_smile: