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AI: Navigating to outside of navigation invoker range

Hi. I have an AI character that uses dynamic navigation with a NavigationInvoker with limited range for performance reasons. My map is open world with dynamic features and quite large in size, so dynamic navigation has to be used

My problem is, I want to navigate from point A to point B which is for example 20000 units away, more than my navigation invoker tile generation radius. If I use the AI moveto function or anything similar, it just fails. I've verified that these functions do work if the target point is indeed within the invoker generation radius.

Is there an inbuilt function which would just pick a points from the invoker radius edge closest to the target and use those as waypoints or do something similar? Or would I have to create a solution myself?

Product Version: UE 4.19
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asked Jul 15 '18 at 05:37 PM in Blueprint Scripting

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avatar image troydSPAMBOT3000 Mar 01 '19 at 03:22 PM

Hey majesttro, did you ever find a solution to this?

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You can use a couple different ways, like move direct to until you reach an area with pathfinding, or setup pathfinding nodes along the way.

Personally, I would set up multiple navpoints on the route - creating and destroying them as needed to reach the long distance. That would work for smaller local areas of movement, but not smart pathfinding over very long distances (in case a mountain is in the way, for example).

In cases like that, you can most likely set up a lower res version of your map and implement something like A* on it to move around entire "regions" of the level that are impenetrable.

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answered Mar 01 '19 at 06:28 PM

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avatar image troydSPAMBOT3000 Mar 01 '19 at 10:45 PM

Interesting. I was going to try using EQS to get valid points within Nav Invoker radius, Move To and repeat till at destination. Yet to do this though, ill post my solution when I find it.

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