In this chapter, we looked at how we can set up the Navigation System so that our AI character can move around the map. In particular, we have learned how we can shape the Nav Mesh with Modifier Volumes, Nav Link Proxies, and NavMesh Areas.
As a result, our AI agents can smoothly navigate through the map, efficiently finding a path between two points that is optimized based on their capabilities (e.g. using Navigation Filters) by respecting the varies types of "terrains" of the map (e.g. using Navigation Areas). Moreover, they can fall over ledges or jump between platforms (e.g. by using Nav Link Proxies and a bit of coding for jumping).
In the next chapter, we are going to learn about a more advanced AI feature in the Unreal Framework, that is, the Environment Querying System, which allows the agent to "query" the environment so that they can find...