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Comparison · Unreal Engine 5

UE5 3D pathfinding plugins, compared

LCM 3D Navigation AI is a NextGen, complete 3D navigation system for Unreal Engine 5. We make it, so read this as a vendor's comparison: every cell about another product comes from that product's own page, read on 24 October 2026 and linked below, and where a vendor doesn't say, the table says so. Where another option fits better, we say that too.

Price

Middleware scope, plugin price

$199.99 Personal or $1,499.99 Professional, once, with full C++ source. Mercuna's cheapest 3D licence is £2,500 per title (Windows only, no source); Havok Navigation is $50,000 per product.

Worlds

No bounds volume in open worlds

Each of the other options in the table needs a bounds volume. In infinite mode, navigation streams in chunks around the agents, with no volume to place or outgrow.

AI systems

Every Unreal AI system, ready to use

31 Behaviour Tree, 41 StateTree and 13 Mass nodes, 3D EQS and a 6-DOF flight and swim component. None of the alternatives we checked document Mass Entity support or a GPU build.

Side by side

The options UE5 developers compare

Read on 24 October 2026. "Not documented" means the vendor's pages don't say, not that the feature is missing. Scroll sideways on a phone.

Sources for every column are listed at the foot of this page.
 LCM 3D Navigation AIFab pluginMercuna 3D NavigationMiddlewareFlying Navigation SystemFab pluginAeonixNavigationOpen source (MIT)Nav3DOpen source (MIT)
Price$199.99 Personal · $1,499.99 Professional£2,500 Indie (budget under $500k, Windows only, no source) · £15,000 Standard$49.99 · $79.99FreeFree
LicenceOne-time purchase on Fab, full C++ sourcePer title, with 1 year of supportOne-time purchase on FabMIT, betaMIT
Unreal Engine5.2 to 5.85.4 and later4.24 to 5.85.5 to 5.85.6
Last updateOctober 2026 (3.6.0)June 2026 (3.6)June 2026October 2026January 2026
Bounds volumeNot needed in infinite modeRequired (Nav Octree Volume)Required (Nav Mesh Bounds Volume)Required (bounding volume)Required (Nav3D Bounds Volume)
Open worldsInfinite streamed chunks, pre-baked chunks, World PartitionWorld Partition and level streamingOne octree per level; no level streamingNot documentedChunking and World Partition
Behaviour Tree31 nodesMove To and Is ReachableWorks with the stock Move ToMove To taskMove To
StateTree41 nodesNot documentedNoMove To taskNo
Mass Entity crowds13 nodes, 8 traits, 10,000+ agentsNot documentedNot documentedNot documentedNo
3D EQS5 generators, 8 tests, 4 contextsYesYesEQS generatorsNot documented
Moving obstaclesRestamps the octree; Fly To predicts movers and times its passObstacle component; volumes rebuild at runtimeConstantly moving obstacles not supportedExperimental dynamic regionsGranular rebuild
MultiplayerServer-authoritative replicationNot documentedPaths solved on the server; navigation data not replicatedNot documentedNo
GPU-built navigationYes, on D3D12, D3D11 and Vulkan, checked on each machineNot documentedNot documentedNot documentedNot documented
Flight and swim movement6-DOF component: multirotor, jet, bird, fishNot documentedNo movement componentFlying movement componentNo
Fab rating5.0 (3 ratings)Not on Fab4.65 (17 ratings)Not on FabNot on Fab
Where it differs

What makes it NextGen

  • Unbounded worlds. Infinite mode streams navigation chunks around agents and unloads them behind, with pre-baked chunks and a persistent long-range graph, so World Partition and streamed open worlds need no bounds volume.
  • GPU-built navigation that checks itself. Voxelization, the octree and its links build on the GPU on D3D12, D3D11 and Vulkan; each machine's GPU proves its voxels before it is trusted.
  • Prediction, not just reaction. Since 3.6, Fly To predicts every moving obstacle and times its pass: it waits for a gap, detours, or dodges what it cannot outrun.
  • One system for every AI author. 85 ready-made nodes across Behaviour Tree, StateTree and Mass StateTree at full parity, 3D EQS for cover and line of sight, and crowds of 10,000+ agents.
  • Agents that fly and swim. A 6-DOF movement component with multirotor, jet, bird and fish archetypes turns a route into flight, down to landing on a moving ship's deck.
  • Built to ship. Server-authoritative multiplayer replication, Unreal Engine 5.2 to 5.8, Windows, macOS, Linux, Android, iOS, PS5 and Xbox, a 165-page manual and 57 free demo levels.
Honest fit

When another option fits better

  • Mercuna 3D NavigationA studio that wants commercial middleware with a support contract.
  • Flying Navigation SystemA single, bounded level where a low price matters most and agents use the stock Move To.
  • AeonixNavigationA free, open-source starting point for teams ready to build on beta code.
  • Nav3DFree 3D A* with chunking for teams who will maintain the code themselves.
Also checked

Other options

  • Havok Navigation for UnrealMicrosoft middleware with voxel volumes for flying and swimming; $50,000 per Havok product for budgets up to $20m (havok.com/pricing).
  • Kythera AIAI middleware licensed per title with source; prices are not published, and flight navigation is not documented.
  • AeroNav 3DFab, $49.99 / $119.99, UE 5.3 to 5.8: an octree baked inside a volume, Blueprint nodes; runtime rebaking is planned.
  • Smart Flying NavigationFree on Fab for UE 5.6: an editor-baked octree with A*, Lazy Theta* and ORCA avoidance, Windows only.
  • 3D Path FindingFab, $99.99 / $349.99, UE 5.0 to 5.8: a 3D grid with Behaviour Tree support; avoidance is in progress.
  • DoN's 3D Pathfinding (DonAINavigation)Free (MIT), built for UE4: its last substantive update targets UE 4.19 (2018).
  • HyperNavA Unity asset, not available for Unreal Engine.
FAQ

Common questions

What is the best 3D pathfinding plugin for Unreal Engine 5?

It depends on scope. For a complete system (open worlds without a bounds volume, Behaviour Tree, StateTree and Mass Entity crowds, moving-obstacle prediction and multiplayer replication), LCM 3D Navigation AI covers the most ground at a one-time Fab price of $199.99. For a single bounded level on a tight budget, Flying Navigation System ($49.99) is the established Fab option, and AeonixNavigation (beta) and Nav3D are free and open source.

Is there a cheaper alternative to Mercuna for Unreal Engine 5?

Yes. LCM 3D Navigation AI costs $199.99 (Personal) or $1,499.99 (Professional) as a one-time Fab purchase with full C++ source. Mercuna's cheapest 3D Navigation licence is £2,500 per title for budgets under $500k, Windows only and without source; its Standard licence is £15,000 per title.

Which UE5 3D navigation plugins support StateTree and Mass Entity?

LCM 3D Navigation AI ships 41 StateTree nodes and 13 Mass StateTree nodes with 8 Mass traits, for crowds of 10,000+ agents. AeonixNavigation includes a StateTree Move To task. None of the other options we checked document Mass Entity support.

Do I need a bounds volume for 3D navigation in Unreal Engine 5?

With Mercuna, Flying Navigation System, AeonixNavigation and Nav3D, yes: each asks for a bounds or octree volume around the navigable space. LCM 3D Navigation AI's infinite mode needs none: navigation chunks stream in around the agents and unload behind them, so an open world has no edge to outgrow.

Does DoN's 3D Pathfinding work in Unreal Engine 5?

DoN's 3D Pathfinding (DonAINavigation) was built for Unreal Engine 4; its last substantive update targets UE 4.19 (2018). LCM 3D Navigation AI supports Unreal Engine 5.2 to 5.8 and was last updated in October 2026.

Is HyperNav available for Unreal Engine?

No. HyperNav 3D Pathfinding and Navigation is a Unity asset. For Unreal Engine 5, LCM 3D Navigation AI provides volumetric 3D navigation and pathfinding for flying, swimming and space AI.

Give your AI the whole sky.

LCM 3D Navigation AI: NextGen true 3D navigation for AI agents in Unreal Engine 5, built and supported by a working game developer.

Get it on Fab ↗ Explore LCM 3D Navigation AI →