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?