And it's probably needed a different logic for paths... not only fixing some crash - the whole thing has a wrong logic.ReadMe wrote: We fixed several bugs that could crash Unreal Editor during path building operations
Let me show a recent situation where NONE Editor does normal paths in such cases - it is not the only spot that goes flawed... Because... if logic is changed the real options could be like this... In big parts prior 469eRC7 was using some flight pathing in other place while my builder created NORMAL paths based on the logic of the movement.
First of all LOGIC in pathing
- Scout has to be like BOT - highly placed nodes will no longer create dumb paths which Bot doesn't follow;
- If Scout is fitting successfully we are probing next size in order to gain paths for all sort of creatures;
- If we start with BIG size, Scout won't fit everywhere and also in ramps we will have lousy paths developing mystical theories about ramps.
Let me deduct the logic in advance: there are no major changes at paths building strategy.
I'm not going to ask about the rest of logical needs...