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A* Pathfinding
An A* component that I made by myself in unreal engine, as well as a customizible grid actor.
Walkable and High cost nodes
Each node can either be walkable or unwalkable. The nodes that are walkable can also have a cost. Lets for example say that a map in the game has a small pond. Instead of saying that the pond is unwakeable we can instead give it a high cost to move through, that way the actor will try to avoid it as much as possible.
Grid Color
Here in the picture you can see what the different colours mean
Green Walkable
Yellow Walkable with a cost
Red Unwalkable
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