Summary
In this chapter, we were introduced to some more advanced features of the Unreal Engine pathfinding system. Firstly, we saw how to create a nav mesh that can be updated at runtime. Next, we saw how you can override the way an agent interprets the cost of a nav mesh section. Finally, we saw how to use the built-in avoidance system so that AI agents won’t collide with each other.
In the upcoming chapter, we will explore the final component of the pathfinding system: debugging and optimization techniques. We will explore ways to identify and resolve any issues that may arise and optimize the system for improved performance. Get ready for an exciting and informative session!