Does EQS work without navmesh?
Hi, I'm working on a Turn Based game and I'm kind of in a situation where I have to decide to go with the navmesh or a custom pathing algorithm. Since the pathing distance for any unit per turn is limited, it becomes a problem for me when the pawn takes a longer route near the intersection of navmesh polygons. So I would like to know the trade off related with not relying on navmesh. And specifically related to EQS. I would like to know how much of EQS is tied to the navmesh. Will I be able to use queries like getting actors within a certain radius (not based on pathing ofcourse, a general radial distance only)? If not, would it have too much of an impact on the use of Behavior Trees stuff non related to EQS?
asked Feb 24 '15 at 11:26 AM in Blueprint Scripting
EQS only relies on navmesh as far as navigation-based tests go. You'll need to implement these yourself, but other than that you'll be fine.
answered Feb 24 '15 at 02:30 PM
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