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Pathfinding implementation for AI


I am designing the whole AI system of a FPS game for my master thesis. Before starting the implementation I have some questions about the pathfinding and navigation logic.

I know UE4 includes a pathfinding algorithm to find the best bath from A to B. However, this algorithm only takes into account distances. In my case, I would like to find the best path in the navmesh using an generated value that will take into account distances, enemies LOF, power-ups and so on. So what I want is a pathfinding algorithm that calculates paths in the navmesh using a different function than distance to evaluate the goodness of each point.

To do this, should I override the UE4 default pathfinding algorithm? Or there is a way to pass this generated value to the pathfinding algorithm?

[UPDATE] I have been looking the UE4 source code of different navigation classes and some of them have a methods like GetCost or CalcCost to get the cost of going from one node of the navmesh to another (I guess). So, Could be enough if I override this cost calculation methods instead of implementing all the pathfinding algorithm?

Any help will be useful.

Thank you!

Product Version: UE 4.10
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asked Nov 25 '15 at 07:11 PM in C++ Programming

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The best way to override the pathfinding system is to change the algorithm that calculates the cost between two points. Here is how to do it.

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answered Apr 21 '16 at 11:19 AM

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