Long navigation path issue
I have an issue with the long paths for pathfinding: I use "FindPathToLocationSynchronously" function in C++ implementation to find my custom pawn's path and it works fine until I place the pawn far enough. I thought that the path just didn't exist, however it looks like if I place my pawn just a bit closer it starts to navigate correctly.
It is demonstrated well on the pictures below. Is it a bug or I'm missing some "max path length" settings there?
1) Path is not found
2) Path is found very well after just slight movement
The path length is about 41600 cm in the second case. The engine version I use is 4.7.6.
Thank you in advance!
asked Apr 24 '15 at 08:11 PM in Using UE4
The limit is not on the path length, it's on number of navigation nodes processed while looking for it. In general it's not recommended to search for long paths with A* since pathfinding cost grows exponentially with pathing distance.
But if you really wanted to do that you can modify the node-pool size used by A* by changing
The default value is 2048.
answered Apr 24 '15 at 08:41 PM
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