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[Closed] How to build distance maps from the navigation mesh

I'm looking to build distance maps based on the navmesh. Basically doing a Dijkstra search and returning the poly's and their distance to the start position. Clamped to a max radius of course:) Ideally, so we can use this data in EQS and where we have a lot of things pathfinding to a single point or area :)

How would you go about this? I basically need findPolysInPathDistance but with a distance for each poly. I'm prepared to just write another version of that function. But I was wondering if there was a slicker way to do it.

Thx

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asked Jun 18 '16 at 07:08 PM in Using UE4

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The question has been closed Jun 18 '16 at 07:08 PM by AndrewHurley for the following reason:

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I'm not aware of any better way of doing it. You need to explore poly graph from requested spot and get path lengths to each returned node.

ARecastNavMesh::GetPolysWithinPathingDistance has FRecastDebugPathfindingData* Param, which basically dumps entire node pool - check UEnvQueryTest_PathfindingBatch::RunTest() for use case example.

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answered Jun 18 '16 at 07:08 PM

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Yeah, that's what I ended up doing. It was worth a shot to see if you guys knew of a better way. Thanks :)

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