Way to create a maxRange indicator on a recast Graph?

I am trying to build a live path preview on hover for a designated maxMoveRange aread for a turn based game.I dont use a traditional grid for movement, target selection or other game logic and would prefer to use distance instead.

Previously i used a gridGraph with a very small tile size of 0.15, created a ConstantGraph to display the maxRange and limit the destination selection to a graphNode that’s part of the ConstantGraph. Then calculate an ABPath everytime that mouse hovers over a different getNearestNode and draw a line along the path. The issue is that longer paths tend to lag behind quite a bit,(because of the tile size of the graph,) which doesn’t feel great to use.

Is there a way to create a maxRange indicator (at a reasonable cost) using a recast graph ? I haven’t used recast graphs a lot so far and figured you guys could tell me if it is even possible to do.
(or if it isn’t possible any ideas on how to increase path finding performance on a small grid graph.Would it help if i assigned multiple seekers to take turns or something like that ?)

It’s not possible to use a recast graph for this without a ton of complex math and geometry calculations that you probably don’t want to do. I’d recommend going with a grid graph.

If you want to optimize the ABPath calculation (even thought it seems strange that it would be slow enough to matter) you could use FloodPath - A* Pathfinding Project which is calculated once, and then use a FloodPathTracer to very quickly calculate a path from the cursor to the player.

I tried using Floodpath, but on my tests the calculation took a bit too long (maybe i’ll revisit that later and hide it during some animationr or smth). For now i “fixed” my issue, by limiting the path calculation to every 2 frames and increasing the node size to 0.25 and now it’s smooth enough.
(my grid graph is 1000x1000 with 0.25 Node size)