Before someone answers “creates a path from one point to another” no it doesn’t. At least not one that seems to jive with the Nav mesh.
Doesn’t matter what I put in the way, static meshes, actors, nav modifiers, no amount of setting tweaking seems to make a difference. Still get a car driving straight into a block and making no effort to turn. 3 weeks into pulling my hair out trying to get this to work. As far as I can tell I’ve tried every setting I can toggle. So is this node completely useless?
if you mean will the car avoid obstacles? the problem is pathfinding only uses the root capsule component so if the bounds of your car mesh are bigger the path wont work.
what do you need the path for? could be better to use a spline
I doubt it, the whole point of using Path to Actor Synchronously was that it’s updated. Vehicles in this project are always changing targets, some static, sometimes other vehicles, sometimes the player, so a set spline won’t do.
what are you trying to achieve?
you might need to make your own custom pathfinding, i find the in build one only suitable for human type characters