Behavior Tree + Dynamic NavMesh slow down performance
I have an AI with BT and navigation invoker, huge open world (NavMesh 'Runtime Generation': 'Dynamic'). AI is very primitive: move to near random location, wait 5 sec, repeat.
When AI is moving - FPS falls down from 80 to 20, but when stays and waits - raises to 80. Also, when I switch 'Runtime Generation' to 'Static' - FPS is stable at 80.
Could you tell me, please, what is wrong and how best to implement AI navigation in a huge world (4x4km, and even more).
asked Apr 18 '19 at 06:07 PM in Blueprint Scripting
Well, I think it was cause I set show navigation mesh (P button) during play in editor :))
answered May 18 '19 at 09:19 AM
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