Currently working on a pathfinding solution for my TD system. I have a custom editor that allows me to place manual points on the grid and link them up. For each of these links I’d like to use A* to determine if the path between said points is valid, and if it is, just recycling that precalculated path for any AI currently on the route. Then if any obstacles get placed on the route then only one section of the maps pathfinding needs to be recalculated.
However, I’m having difficulty getting a Path to calculate outside of play mode.
I am calling ABPath.Construct seems to only result in a path with a length of 0, and the Complete delegate never seems to be called.
I saw in previous post there was something called Path Calling? But the links to those features just lead to a 404.
Is the pathfinding not available outside of playmode? Or is there some solution I’m not accounting for?
understandably this system of mine is a bit over-engineered, but I’d like to see If I can get it working.