ProceduralGraphMover + Graph Overlap Best Practice

Given a scenario with two graphs, 1) “a base graph” and a moving “player graph” with a procedural graph mover, are there any steps that I should take as a developer to improve efficiency when these two graphs overlap?

e.g. They would overlap any time the player is at their base.

One approach I was thinking of is a larger player radius (i.e. 1.0) and larger voxel size for the “moving player graph” that translates across the open world, and a smaller player radius and smaller voxel size for the “base” graph". ABPath.Construct then evaluates both graphs… Is this how you would do it?

Yeah that’s how I’d handle it myself. I guess that’s kinda dependent on what the two graphs are for though. I’m actually expecting the opposite of what you described: the player graph is finer but smaller and follows the player, while the base graph is low detail but spans the world so as to navigate around large structures such as a mountain or something.

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Thank you for sharing your insights!

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