Pathfinding implementation for AI

Hello!

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!

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.