
설명
SHORT DEMO VIDEO | DOCUMENTATION | DISCORD SERVER | ROADMAP
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IMPORTANT MESSAGE BEFORE PURCHASING IN 2025 (Discord announcement):
Thank you all so much for the support of the Flying Navigation System plugin. I couldn’t have imagined it’d be so popular, but I’m very glad it’s been a useful tool (and made it into a few published games!). These past few years I’ve been very happy to provide support for the plugin, updating with new features and fixing bugs as well as stepping through troubleshooting. However, as I’ve planned for a while, I will be going on a backpacking trip from February 2025 until the end of the year. As such, support for the plugin will be going on a temporary hiatus. Because I won’t have a laptop with me, I won’t even be able to update the plugin to newer Unreal versions (beyond 5.5), which is rather unfortunate. I will see if I can maintain this minimum of support by tracking down a computer somewhere, but I cannot guarantee it.
With all that in mind, I’m by no means planning on abandoning the plugin. I still have not completed the project I built it for in the first place, so my plan once I get back is to dedicate more time to that project, which in turn will require improvements and new features in the Flying Navigation System.
For those looking for support next year, I have tried to make the documentation as comprehensive as possible, and the discord server has an extensive history of troubleshooting and application discussions. I will also still be around in January 2025 to help.
Cheers everyone,
Ben.
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A feature-complete and easy to use Navigation System for flying AI agents. With full 3D pathfinding capability, this plugin is perfect for building advanced flying AI that can intelligently navigate under bridges, around cities and through epic space battles. This plugin is capable of pathfinding in large worlds, as processing time is concentrated in detailed areas. With multithreaded building and asynchronous pathfinding support, your flying AI needn't break the frame budget. The deep integration into the existing navigation system will get you up and running in no time.
The Flying Navigation System does not interfere with the default NavWalking navigation system, which can be used at the same time.
Update Log:
1.0.21:
UE 5.5 Support.
1.0.20:
Re-added 4.27 support.
Fixed a sync issue with BuildPaths.
Fixed a crash due to multithreading.
Exposed ProjectPointExtent to blueprints.
1.0.19:
Fixed issue with compiling on Android.
Fix for async pathfinding.
1.0.18:
UE 5.4 Support.
Added option to process pathfinding queries across multiple frames.
1.0.17:
UE 5.3 Support.
Fixed bug with serialization on PS5.
Made FlyingNavigationData constructor public to allow for subclassing.
Fixed crash on empty collision data.
Added NAVIGNORE as a static mesh component tag to selectively ignore meshes.
1.0.16:
UE 5.2 Support
Fixed endpoint not using target location when traversing between nodes.
1.0.15:
Added option to expand the range of free voxel search on path endpoints.
1.0.14:
Fixed issue with hang on invalid path query, and sync issue with overridden node locations.
1.0.13:
UE 5.1 Support.
Fixed EndPlay hang bug when aborting async queries.
Fixed sync issues with FSVOGenerator::Cancel() and FSVOGenerator::CollateRasterData().
Added option to limit the number of pathfinding iterations.
1.0.12:
Added Smooth Path option to Pathfinding Query Settings. Alternative to Smooth Path node.
Merged UE5 version features into UE4 compatible plugin version.
1.0.11:
Fixed issue with dedicated Linux Server
Included more detailed debug messages
1.0.10:
UE5 Support. Uses double precision floats for LWC compatibility.
1.0.9 (Requires 4.26+):
More robust geometry gathering on multiple threads
Fixed lazy geometry gathering on landscapes
Exclusive bounds volumes support
1.0.8:
Catmull-Rom Spline Path Smoothing using the Smooth Path node.
Extra PathfindingResult options for debugging
Fix crash related to garbage collection
1.0.7:
UE5 support (just change the uplugin version) (NOTE: very experimental, has issues with World Partition)
Better debug paths drawing (doesn't clear user debug drawing)
Fixed crash caused by the Lazy Theta* pathfinding algorithm
1.0.6:
Added SetNavigationPathNodes BP node to allow path post-processing in blueprints
Async functions now always finish, even if passed invalid data. The result can be checked with the GetPathfindingResult node.
1.0.5:
Extended CPU Multithreading to support >8 threads
1.0.4:
Moved AllowPartialPaths checkbox to QuerySettings
Added GetPathfindingResult node for more info on fail states
1.0.3:
Added AllowPartialPaths checkbox to blueprint nodes
Fixed crash caused by empty path
1.0.2:
Fixed crash related to the Environment Query System
1.0.1:
Updated Logo
Added more debug log warnings
Added support for World Origin Rebasing
1.0:
Initial Release