DoN's 3D Pathfinding for Flying AI

Volumetric pathfinding for Flying A.I. bots to navigate complex aerial corridors, aerial obstacles, 6 D.O.F 3D-mazes, etc. This fully dynamic solution supports procedural worlds with ever-changing collision geometry and other advanced use-cases.

  • サポートされたプラットフォーム
  • サポートされたエンジンバージョン
    4.20 - 4.23
  • ダウンロードのタイプ
    エンジン プラグイン
    この製品には、コード プラグインが含まれており、ビルド済みのバイナリと Unreal Engine に統合される全ソースコードが完備されています。任意のエンジン バージョンにインストールし、プロジェクト毎に有効化することが可能です。
***Powering DoN's Steam Early Access!***

DoN's 3D pathfinding for Flying A.I. enables your bots to navigate narrow aerial corridors, crevices, 3D mazes, etc without having to rely on waypoints, line-tracing heuristics or other less reliable methods. The system works even in highly dynamic/procedural worlds with moving collision geometry. Easy to use behavior tree node and Blueprint APIs provided, no C++ knowledge necessary. A comprehensive demo map has been prepared with examples of complex scenarios, known limitations, usage tips and more. The plugin has been tried-and-tested in a production environment (for the Steam game "Drunk On Nectar").



• Fully dynamic 6.D.O.F. pathfinding solver for Flying A.I.

• Supports "Infinite Map Size" (lazy-load) along with "Finite World" (better performance) for accommodating projects with vastly different requirements

• "Fly To" Behavior Tree node provided along with a rich Pathfinding A.P.I. accessible from Blueprints and C++.

• Tick distributed solver guarantees game thread is never held up more than a certain amount of time.

• Robust query-timeout handling, debug visualization

Network Replicated: No, but client A.I. will automatically receive location updates via Unreal's standard actor location replication as only the Server is expected to perform the actual pathfinding.

Supported Development Platforms: Win64

Supported Target Build Platforms: Win32, Win64, Linux


Example Project:

Important/Additional Notes: Implementing locomotion functionality is not the focus of this system. Solved paths are routed to your bot for you to implement any desired kind of locomotion.

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