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Flying Navigation System

Flying Navigation System

Updated
2024-10-29
VIP
Code Plugins
Engine version
5.4
Download type
Engine Plugin
File size
34 MB
Registration required
Only For Premium or VIP Users
Description

A feature-complete and easy to use Navigation System for flying AI agents.

With full 3D pathfinding capability, this plugin is perfect for building advanced flying AI that can intelligently navigate under bridges, around cities and through epic space battles. This plugin is capable of pathfinding in large worlds, as processing time is concentrated in detailed areas. With multithreaded building and asynchronous pathfinding support, your flying AI needn't break the frame budget. The deep integration into the existing navigation system will get you up and running in no time.

 

The Flying Navigation System does not interfere with the default NavWalking navigation system, which can be used at the same time.

 

Update Log:

1.0.7:

UE5 support (just change the uplugin version) (NOTE: very experimental, has issues with World Partition)

Better debug paths drawing (doesn't clear user debug drawing)

Fixed crash caused by the Lazy Theta* pathfinding algorithm

 

1.0.6:

Added SetNavigationPathNodes BP node to allow path post-processing in blueprints

Async functions now always finish, even if passed invalid data. The result can be checked with the GetPathfindingResult node.

 

1.0.5:

Extended CPU Multithreading to support >8 threads

 

1.0.4:

Moved AllowPartialPaths checkbox to QuerySettings

Added GetPathfindingResult node for more info on fail states

 

1.0.3:

Added AllowPartialPaths checkbox to blueprint nodes

Fixed crash caused by empty path

 

1.0.2:

Fixed crash related to the Environment Query System

 

1.0.1: 

Updated Logo

Added more debug log warnings

Added support for World Origin Rebasing

 

1.0: 

Initial Release

 

Features:

  • Full 3D Pathfinding capability for flying AI using an octree structure
  • 3 Pathfinding algorithms (A*, Lazy Theta* and Theta*) with various optimisation options
  • Multithreaded octree generation (up to 8 threads)
  • Compatible with Behaviour Trees and the MoveToLocation blueprint node
  • Allows for agents with a large radius
  • Compact memory format
  • Supports procedural levels
  • Accessible Blueprint and C++ API for runtime building and custom querying
  • Fast debug drawing
  • Fast testing of accessible paths (precomputed connectivity)
  • Fast raycasting against octree structure

Code Modules:

  •  FlyingNavSystem (Runtime)

Number of Blueprints: N/A

Number of C++ Classes: 14

Network Replicated: Yes

Supported Development Platforms: Windows, macOS, Linux

Supported Target Build Platforms: Windows, macOS, Linux

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