Is there a way through blueprints to see if there is a valid path between two actors before sending them to the location?

Hi, so trying to figure out some ai pathing issues. I’m working on a tower defense prototype and I’ve got a hex grid system that works in that I can have a character walk on it and I can replace the hex with a “tower” (which is basically a block right now). the block towers work in that my characters will recognize and walk around them.

However now I’m at the point where I need to make sure I don’t actually block off AI from the goal. I’ve had some success using “has partial path” but it requires me to send an AI actor to the location and checking the “has partial path” and if true I stop the ai (eventually not allow you to build a tower there in the first place). Is there a way through blueprints to see if there is a valid path between two actors before sending them to the location? or to see if a nav area gets split? Hope that makes sense, thanks.

Hi there,

Sorry for super-delayed response, missed this thread somehow :frowning:

Currently there’s not BP function for checking if a path exists, but there is a BT decorator for checking that (UBTDecorator_DoesPathExist). Don’t hesitate to use our Behavior Trees - the only reason BTs are still “experimental” is tools missing that Epic touch to it.

Cheers,

–mieszko

Thank you responding even if it was a bit delayed :wink:
I will check that out, thanks.