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Set Navigation Path to not recalculate?

Hello,

I currently have a simulation in which i change a NavigationMeshModifer's Area class during runtime while a number of actors are following Paths.

This causes an issue, as i believe the Path my actors are following attempts to recalculate whenever i change the Area Class of my NavigationMeshModifer.

Is there a way I can set for an Agent to follow a fixed Path until the Path is completed?

Product Version: UE 4.9
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asked May 31 '16 at 03:34 PM in C++ Programming

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Jamie453
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We just implemented a mechanism that allows a used to disable "path invalidation" mechanics on a path, it's going to be in 4.13. You can hack this behavior in by commenting out contents of FNavigationPath::Invalidate, or just add a flag to path that will control this behavior (that's pretty much what we did).

Cheers,

--mieszko

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answered Jun 04 '16 at 08:09 PM

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MieszkoZ STAFF
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