Procedurally alter path cost ?
I was watching the last Training Stream Making Game Ready AI part 10 (https://forums.unrealengine.com/showthread.php?101781-Training-Stream-Making-Game-Ready-AI-part-10-March-1st-2016) and I am very interested in the question that @kamrann did.
Is it possible to procedurally alter path cost, so that pathing choice can be affected based on dynamic agent/world state?
@mieszko say that it is possible in C++, he mention something like Path Query Filter (I think that was the name of the class that he mention, my english is not very good :( ) but i can't find that class, the more similar class that I find is NavigationQueryFilter.h. URecastFilter_UseDefaultArea extend from that class and URecastFilter_UseDefaultArea is one of the filter class that you can use for example in the Move to BT Task.
FNavigationQueryFilter implement INavigationQueryFilterInterface that has some virtual function like SetAreaCost etc, they seem to be what I'm looking for but i am not completely sure about that or how exactly use it.
Please, someone can point me in the right direction, at least the class/function that I need to override in order to procedurally alter path cost. If you can give me at least, and general sample will be great !! :)
PD: Sorry for my english :S
asked Mar 21 '16 at 02:33 PM in C++ Programming
Yes you absolutely can do this!
I had to write a BP node to encapsulate and expose the required C++ code.
I explain everything in a demo project that I created that shows this!
Nav Modifier Volumes and Nav Query Filters, BP Node For You! https://forums.unrealengine.com/showthread.php?3851-(39)-Rama-s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!&p=350702&viewfull=1#post350702
answered Apr 12 '16 at 10:05 AM
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