A voxel-based 3D pathfinding plugin for Unreal Engine 5.5, 5.6, and 5.7.
Build validation via TeamCity CI/CD using the Aeonix Demo project.
Aeonix Navigation provides 3d navigation generation and pathfinding for Unreal Engine 5.6+
Main Features:
- Sparse Voxel Octree for excelent memory efficient in sparse environment
- A* pathfinding with various heuristics for optimising queries
- A number of post-processing functions for smooth paths
- EXPERIMENTAL Dynamic modifier regions that provide runtime updates of selected regions with no re-allocation of navigation data
- Editor tools for visualization and debugging
- Place the plugin in your project's
Plugins/AeonixNavigationdirectory - Regenerate project files and build
- Enable the plugin in the Plugins menu
- Place an AeonixBoundingVolume in your level (Place Actors → Aeonix Bounding Volume)
- Scale it to encompass your desired navigable space
- Select it and configure in the Details panel:
- Octree Depth: Controls octree subdivision depth. Higher values create finer detail. Use 5-6 for human-sized characters
- CollisionChannel: Which geometry blocks navigation (usually ECC_WorldStatic)
- GenerationStrategy: "Use Baked" (pre-generate) or "Generate OnBeginPlay" (runtime)
- (Optional) Check 'Debug Leaf Voxels' to render blocked voxels (may need to increase the debug render distance)
- Click Generate button to create navigation data
- Open your AI Controller or Character Blueprint
- Add AeonixNavAgentComponent
- Configure pathfinder settings
- Add BTTask_AeonixMoveTo task to your Behavior Tree
- Set the BlackboardKey to your target location (Vector or Actor)
- Configure AcceptableRadius (how close AI needs to get, typically 100-200cm)
Use AAeonixPathDebugActor (editor-only) to test pathfinding:
- Place two AeonixPathDebugActors in your level
- Set one to START, one to END
- Move them around to visualize paths in real-time
Aeonix Navigation Panel: Window → Aeonix Navigation
- View and manage all navigation volumes in the level
- Access volume settings and regeneration controls
Bounding Volume Details: Custom details panel when selecting a volume
- Quick access to generation parameters
- Generate button for creating/updating navigation
- Visualization toggles for debugging
- AeonixNavigation: Core runtime module (pathfinding, octree, subsystem)
- AeonixEditor: Editor integration (tools, visualization, debug actors)
- AeonixNavigationTests: Unit and integration tests
AAeonixBoundingVolume: Defines navigable 3D spaceUAeonixNavAgentComponent: Enables AI to use navigationUAeonixSubsystem: World subsystem managing navigation and pathfindingAeonixPathFinder: A* pathfinding implementationUBTTask_AeonixMoveTo: Behavior Tree movement taskAAeonixPathDebugActor: Editor debug actor for testing
More indepth documentation to come. Please feel free to raise issues on github.
Unit tests are in Source/AeonixNavigationTests. Example levels are in AeonixDemo project.
Based on UESVON by midgen (me).
See LICENSE file.