Create a Full Triangle Navigation System in UE5 C++ using my custom made SpatialGrid & Mesh Baker.

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Summary

I'm developing a Pikmin-style RTS in Unreal Engine 5 using the Mass Entity framework. For the kind of movement I need, I can't simply use Traces (too Expansive for the scale of Entities that want to move) so I wanted to make use of the Triangles of the Static Meshes of the world and use these to Navigate said World. Already working Systems are: 1. Triangle Mesh Baker: This actor takes all the Static Meshes of the World, extracts their Triangles and stores them all in one singular array; 2. Cell Subsystem: This has a Hash Map specifically for Triangles, using a CellSize + this map it creates all the entries (depending on World Bounds) and store the right Triangles on the Right cells; than it sorts them from Highest to Lowest (on their respective Cell). I am not looking to replace this system with Unreal Navigation, Character Movement, or Recast; the goal is to improve the existing custom navigation architecture. I tried making this Navigation System, and I do actually already have a partially completed one, but is still uncomplete and buggy. Anyway what I need for this system are: 1. This Navigation should be able to: Move on Ground, Traverse slopes (or slide down if they are to steep), Stop movement on Walls, Slide on wall, Allow for StepHeight to decide how far up an entity can go, ignoring Triangles that aren't important, being able to move between tunnels, Falling when no ground is aviable; 2. VERY IMPORTANT, it has to be as Performant as possible, allowing even 3k+ Entities to utilize it for movement at minimal to moderate expanses (this is the main reason I need this over traces); In few word relying as much as possible on the Baked informations. 3. I would like for as much customization on the Navigation variables as possible (for Example StepHeight, StepDown, Radius and etc...); 4. Multiple types of Navigation: Simple/Complex Grounded (Simple = one point, Complex = Using a Radius and HalfHeigh Capsule to decide movement), Simple/Complex Climbing and Simple/Complex Flying; 5. I want it to be Customizable, in few words to be flexible enough where I can than modify or add to it, so the system should avoid hardcoded values whenever possible. Parameters such as Step Height, Step Down, Radius, Skin Distance, Maximum Walkable Slope, Acceptance Distance, etc., should be configurable per movement type. I would also prefer if the code written has as many comments as possible so that I can than understand and learn the code made. Also, the only reason I want this Triangle System is for performance, but if you believe there is a better and smarter way to do this (while remaining as Optimized as possible) than I'm open to suggestions. IMPORTANT ABOUT OWNERSHIP! Know that eventually this code will be sold not only with my game, but as a UE5 Plugin alongside to the code that I've already written (and that I'll write) as a full "Action RTS pack". In few words All code produced for this project will become my property upon payment. I only accept fixed prices, but this price can be negotiated freely depending on what you think is the scope of this job. Same thing for time Limit, here it forces me to have between 1 to 3, but we can discuss this in private, just like with price. P.S. Feel free to contact me for any doubt about this Job.

  • Not Sure
    Hourly
  • 1-3 months
    Duration
  • Intermediate
    Experience Level
  • Remote Job
  • Ongoing project
    Project Type
Skills and Expertise
Mandatory skills
C++
Unreal Engine
Game Development
Activity on this job
  • Proposals:5 to 10
  • Last viewed by client:yesterday
  • Interviewing:
    6
  • Invites sent:
    6
  • Unanswered invites:
    2
About the client
Member since Apr 25, 2026
  • Italy
    12:42 PM

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