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Hey, I got your project moved over to unreal 5.2 and now I'm attempting to get your pathfinding stuff working.
Walking through the code it seems that you're getting caught in an infinite loop in the AStar() section regarding this:
while (OpenList.Num() != 0)
{
... {more code here}
if (CurrentNode->Centroid.Equals(StartPoly->Centroid, 10.f))
{
break;
}
}
I'm not sure I'm following your intention of this set up.
More often than not the CurrentNode either results in an identical entry or a null pointer.
Shouldn't this be a finite list of points from start to end?
I'll keep looking it over, would love to chat :)
Thanks for your work so far showing how to work with a custom recast, excellent stuff!
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