If I tell the seeker to create a path, it will automatically start at the closest PointGraph node, but the problem is if the node is on the other side of a wall. Then my AI just keeps running at the wall.
Raycasting to every point would be slow, but finding the closest then raycasting, then taking 2nd closest & raycasting, etc. would be what I am looking for.
Seems like this would be a common problem, so I might just be overlooking something. Appreciate any help.