Hi! Is It possible with a modifier or something to limit the range (by nodes) of a calculated path? I have an AI moving towards a given destination but it cannot reach it in one turn. I want to search to the waypoint and then cut off the nodes outside of the specified range. I tried just cutting the list from ABPath.path after it was returned from Seeker.StartPath but i could not use the cut path since it was in an incorrect state (probably since it lacked a real end node?). I have a really inefficient solution that involves multiple searches =(
Any Pointers?