Vehicle NavMesh Pathfinding

This is also where I started. I wasn’t entirely sure as shown in my question on the answers site, but knowing that others, or at least someone else, have also found this, makes me more confident in taking this approach. This is the kind of thing I was imagining when I first thought of doing this.

This is an interesting point that will have to be overcome. I will look into overriding this for vehicles.

This is something that is ideal for what we are trying to do, because the movement isn’t hard-coded, it can be overridden, we (the users) can extend Unreal Engine to accommodate more pawn types.

This is definitely relevant :smiley: I’m glad to hear that others are interested in this sort of thing as well.