UEDEV  /  3D Pathfinding for Unreal Engine 5  ·  Updated for v3.6.0

v3.6.0 LCM 3D Navigation AI · agents that see moving obstacles coming

True 3D pathfinding for Unreal Engine 5

Unreal Engine's built-in Recast navmesh can only answer one question: where can I stand? This plugin answers the one that flying AI actually needs — where is there empty air? It is a volumetric 3D navigation and pathfinding plugin for UE5 that turns the whole playable volume into a Sparse Voxel Octree, so drones, dragons, spaceships, helicopters, birds and underwater agents path through real 3D space instead of along a floor.

BT, StateTree & Mass nodes
85
True-3D EQS items
17
Mass Entity agents
10,000+
Smallest voxel
0.5cm
Free demo levels
57
Engine versions
7
Release notes · October 2026

What's new in 3.6

Version 3.6.0 is a free update for existing licences: agents that see moving obstacles coming, and GPU voxelization that checks itself.

predicted gap gate cycle · learned fly to · avoid moving obstacles
New in 3.6

Fly To sees moving obstacles coming

Fly To predicts where every moving obstacle will be and times its pass: it learns a gate's or a piston's cycle and replays it, turns a spinning blade with it, eases off, waits for a gap or takes a detour — and dodges what it cannot outrun. It is on by default in the Behaviour Tree and StateTree Fly To. The new Obstacle Gauntlet demo throws 42 movers in six zones at twelve drones — or a crowd of 200 in the Mass edition — down a 370 m hall. Moving obstacle avoidance →

The streamed octree and agent routes over the city, with chunk boundaries visible
New in 3.6

GPU voxelization that checks itself

Each machine's GPU proves its voxels before it builds navigation — a capability check, a self-test through the real pipeline (remembered per GPU, driver and build) and sampled checks while it runs. A GPU that fails voxelizes on the CPU for the rest of the session, and the log says which check failed.

Improved in 3.6

Fish that swim like fish

They keep their depth by pointing the nose, swim upright, school side by side and in layers, and turn away from walls at once; the tail beats with the swimming speed.

Also in 3.6

  • GPU navigation on more graphics cards. The GPU build checks its own output word by word, rewrites what did not land and rebuilds what it cannot repair — on D3D12, D3D11 and Vulkan.
  • Steadier drones, smarter hunters. No bobbing over a perch; Engage holds its firing position, flies to it in formation and leads a crossing target; hunters remember what they lose sight of and search for it.
  • Fixes. Water volumes and triggers no longer read as walls, a mover that jumps back to the start of its track is treated as a jump, dedicated servers and -nullrhi runs no longer crash on streamed levels, and thirty defects were fixed in a plugin-wide code audit.

Earlier in 3.x

  • 3.5 — Engage, Investigate, Flee, Scan Area and Perch for Behaviour Tree, StateTree and Mass; Land and Take Off, including on moving decks; six scenario demos and eight Feature Examples levels; the demo levels became a free download from inside the editor.
  • 3.4 — cost areas with per-agent query filters; Unreal's stock Move To and EQS plan through the octree; the Fly To Location node; fish schooling for pawns and Mass crowds.
  • 3.3 — the agent task library for Behaviour Tree, StateTree and Mass; centimetre-scale voxels; automatic rebuilds when levels stream in.
See it running

See 3D pathfinding running in UE5

Volumetric navigation, flying AI pathfinding, Mass Entity crowds and tactical 3D EQS inside Unreal Engine 5 — every shot captured in the engine.

Technical trailerThe octree, the solvers and the debug views

The live octree, chunk streaming and solver views behind every route — the same views ship in the editor and the Gameplay Debugger.

57 free demo levels

Seventeen worlds. One navigation system.

Every demo world ships in Behaviour Tree and StateTree editions, most of them in a Mass Entity crowd edition too, so you can open the same behaviour in the system your team uses. They are a free download from inside the editor.

A courier drone descends and lands on the deck of a moving, rolling ship in the Harbour demo

Harbour

A courier drone lands on a moving, rolling ship and a moving lorry, flying each approach relative to the deck, then takes off with the deck's velocity.

  • Land on moving decks
  • Take Off
  • EQS landing sites
Seagulls sweep in and one lands to perch on a sea stack ledge

Sea Cliffs

A colony of 6-DOF seagulls that cannot hover: they glide in to perch on free ledges, ride an updraft and scatter when a survey drone flies the face.

  • Perch
  • Orbit
  • Flee
  • BT · StateTree
Close-up of the Hunter Drone with its glowing sensor eye in the LCM 3D Navigation AI demo

Hunter Drone

A gunner drone hunts a runner through the streets: prediction, a chosen firing position, fire only on a clean shot.

  • Engage Target
  • BT · ST · Mass
Tropical fish swim over a coral reef using volumetric navigation in Unreal Engine 5

Coral Reef

An ROV surveys the reef; the school darts into the coral out of its sight and turtles settle on the seabed.

  • Scan Area
  • Schooling
  • BT · ST · Mass
A pursuit past bright asteroids in a streamed space level

Space Dogfight

Fighters hunt raiders through a streamed asteroid belt, re-planning through the octree as the target breaks.

  • Fly To chase
  • 6-DOF
  • BT · ST · Mass
Sentry drones patrol a depot with the navigation octree and AI Perception sight cones drawn

Sentry Drones

Sentries see an intruder only through AI Perception sight cones, take EQS firing positions, engage and land under cover.

  • AI Perception
  • EQS
  • BT · ST · Mass
A security drone flies the length of a warehouse aisle between tall racking

Warehouse

A security drone perches on the racking, sweeps the hall, engages a thief and searches where it lost it.

  • Perch
  • Investigate
  • BT · ST · Mass
A 120 cm aquarium navigated at 1 cm voxels, with small fish swimming through a rock arch

Fish Tank

A 120 cm aquarium navigated at 1 cm: 8 cm fish through a rock arch, round a predator's lair.

  • 1 cm voxels
  • BT · ST · Mass
Drones and their planned routes drawn over a city open world in Unreal Engine 5

City

Rooftop gaps and street canyons, streamed around the agents.

  • Open world
Flight routes over a forest canopy towards a rocky massif in the Forest open world

Forest

Canopy, clearings and tunnels bored through rock.

  • Open world
A fleet of ships flies through a drifting asteroid field in the Deep Space open world

Deep Space

A drifting asteroid field: no floor, no up, no walls.

  • Open world
A crowd of drones rising floor by floor through a skyscraper in Unreal Engine 5

Vertical Skyscraper

The classic true-3D climb, floor by floor.

  • Interiors

Plus Cost Areas, Cost Areas, Streamed, Dynamic Obstacles, Obstacle Tunnel and the new Obstacle Gauntlet — and eight Feature Examples levels with 69 single-feature displays that check themselves as they run. All 57 levels download free from the LCM Nav3D menu › Get the Demo Levels.

The problem

Why Unreal Engine's navmesh can't do 3D pathfinding

Recast, the navigation system that ships with Unreal Engine 5, voxelizes your level and then extracts the walkable surfaces from it — the result is a set of polygons draped over the floor. That is exactly the right representation for a soldier, and completely the wrong one for a dragon. A flying AI has no floor to walk on, so a Recast navmesh gives it nothing to query.

The usual workarounds all leak. Raycast-and-steer looks fine in an open field and gets stuck the moment there is a concave building. Hand-placed waypoint graphs are expensive to author and go stale the instant a level artist moves a wall. Stacking navmeshes at several altitudes turns 3D navigation into a set of disconnected 2D floors, and still can't route diagonally through a shaft.

Volumetric navigation solves it properly by inverting the question. Instead of storing where geometry is, it stores where it isn't, in a Sparse Voxel Octree — and pathfinds through that empty volume in full 3D.

A flock of birds threads a series of rings above a forest using true 3D pathfinding
A bird flock threading rings in mid-air — there is no floor to walk on
Recast navmesh vs. LCM 3D Navigation AI volumetric navigation in Unreal Engine 5.
 UE5 Recast navmeshLCM 3D Navigation AI (SVO)
What it storesWalkable surfaces — polygons on the floorNavigable volume — the empty air and water
Dimensionality2.5D: a surface with height offsetsTrue 3D: any point in the playable volume
SuitsHumanoids, vehicles, ground crowdsFlying AI, drones, spaceships, submarines, insects
Vertical movementNav links, jumps, stacked meshesNative — up, down and diagonal are the same query
Cost profileScales with floor areaScales with clutter, not level size — open sky is a few large nodes
SolversA* over polygonsA*, Theta* and Lazy Theta* over octree nodes
Crowd scaleDetour crowd manager10,000+ agents via Mass Entity, per-agent or shared flow field
Can they coexist?Yes — run hybrid levels where ground troops use Recast and air units use the SVO.
Under the hood

How volumetric 3D pathfinding works

The live octree around a sea stack, captured in real time
01 · The octree

A Sparse Voxel Octree of the empty space

Drop a single LcmNavigationManagerSVO actor into the level and it owns the octree, the pathfinder and every query. The manager subdivides the playable volume only where geometry actually exists: a wide-open sky becomes a handful of large nodes, while a cluttered hangar interior subdivides down to the minimum voxel size. Cost therefore tracks how busy your level is rather than how big it is.

Voxelization, the octree and its links are built on the GPU (D3D12, D3D11 and Vulkan), and each machine's GPU proves its voxels before it builds; one that fails voxelizes on the CPU for that session. The defaults — a 100 cm minimum voxel inside a 200 m world cube — are tuned to be sane on a first build, and voxels go down to 0.5 cm for centimetre-scale worlds.

A hunter drone flies its engagement path around a container stack in Unreal Engine 5
A hunter's planned route around a container stack
02 · The solvers

Three pathfinding solvers, three smoothing modes

Pick the trade-off that fits the agent: A* for raw throughput, Theta* for true any-angle routes that cut the corners a grid would force you around, and Lazy Theta* for near-Theta* path quality at close to A* cost. Solving is multi-threaded and deterministic, so the same input gives the same path every run.

Then choose smoothing — Raw, Linear Shortcut or Curved Spline — each validated against level geometry, so a smoothed path never slices through a wall.

A drone lands on the flatbed of a moving lorry on the harbour quay
The world can move underneath them: a drone lands on a moving lorry
03 · A world that moves

Dynamic obstacles that restamp — and agents that predict them

Moving geometry writes its own footprint back into the octree as it travels, so lifts, blast doors, destructible cover and patrolling capital ships all change routing live — and in multiplayer that change is multicast to every peer.

Since 3.6, Fly To also predicts each mover's motion and times its pass, so a drone waits for a gate's cycle or slips behind a sweeper instead of re-planning into it.

A drone route bends around a storm cost area in the Cost Areas Feature Examples level
A storm cost area: the route bends round it
04 · Cost areas

Cost areas priced per agent

Mark volumes as storms, preferred lanes, toll gates or no-fly zones with Unreal's stock NavArea classes. A stock Navigation Query Filter on each agent decides what an area costs that agent — or forbids it — so a cargo drone and a fighter read the same storm differently.

Fly To, Fly To Location, Mass crowds, Find Path and the stock Move To all route by them, across streamed chunk seams too.

The hard part

Infinite worlds, not a bounded volume

Almost every volumetric navigation implementation for Unreal — including the open-source ones — starts by asking you to place a bounds volume and builds its octree inside it.

For an arena or a level-sized map a bounds volume is perfectly fine, and LCM 3D Navigation AI supports exactly that model: a finite world builds once at BeginPlay and stays put.

It stops being fine in an open world. A bounds volume has to be big enough to contain everywhere an agent may ever fly, memory scales with that box whether or not anything is happening inside it, and the moment your player crosses the edge, navigation simply ends.

Infinite mode removes the box. Navigation chunks stream in around agents and are discarded behind them, so memory stays flat no matter how far the map extends — the same reason you stream level geometry rather than loading a continent. Long routes use macro/micro routing: the path solves coarsely across chunks first and finely within the chunk the agent is actually in, so a cross-map flight never pays full-resolution search cost end to end.

That combination — unbounded streaming navigation with hierarchical routing on top — is what makes 3D pathfinding usable in an open-world or World Partition project rather than only inside a hand-placed box.

Finite modeDefined bounds, octree built once at BeginPlay or baked to an asset. Lowest overhead when your playable space genuinely is a box.
Infinite modeChunks stream around agents and unload behind, with pre-baked chunks where you want them. Fixed memory budget across an unbounded map.
Macro / micro routingCoarse across chunks, fine within them — long routes stay cheap instead of scaling with distance.
A behaviour for every job

Works with every Unreal Engine AI system

Whichever way your team authors behaviour, the same navigation data is available through every surface — with ready-made behaviours at full parity.

31Behaviour Tree nodes

21 tasks, 5 decorators, 5 services

41StateTree nodes

25 tasks, 8 conditions, 8 evaluators

13Mass StateTree nodes

10 tasks, 3 evaluators, on 8 traits

17True-3D EQS items

5 generators, 8 tests, 4 contexts

  • The Fly To Location Blueprint node demonstrated in the Movement Nodes Feature Examples level
    Fly To LocationOne Blueprint node, no AI Controller
  • A drone runs the Patrol task between waypoints in the Feature Examples hall
    PatrolRoutes between waypoints
  • A drone circles a pillar with the Orbit Target task
    Orbit TargetAt a set radius and speed
  • Three follower drones hold formation slots behind a leader with the Follow Target task
    Follow TargetFormation slots in the leader's frame
  • The Engage Target behaviour node choosing a firing position with line of sight
    Engage TargetA firing position with line of sight
  • Drones sweep a volume with the Scan Area behaviour node
    Scan AreaA volume swept from shared viewpoints
  • Three drones land on three posts with the Perch node, never on the same one
    PerchNo two agents on one post
  • A drone lands on a moving platform with the Land task
    LandOnto a moving platform or deck
  • A true 3D EQS generator drawing scored candidate points throughout a navigation volume
    Points in SVO VolumeEQS candidates anywhere in 3D
  • The Reachability 3D EQS test colouring points an agent can and cannot reach
    Reachability 3DAnswered before any search
  • Behaviour Tree — 21 tasks, 5 decorators and 5 services, including FlyTo, Patrol, Orbit Target, Follow Target, Hover, Take Off, Land, Perch, Scan Area, Engage Target, Find Cover, Flee, Investigate, line-of-sight and chunk-loaded checks, with seven documented stock-node patterns showing where an LCM node earns its place over an engine one.
  • StateTree — 25 tasks, 8 conditions and 8 evaluators at full parity with the Behaviour Tree nodes, so state-driven agents get the same routing and behaviours with no Behaviour Tree in the stack.
  • Mass Entity (ECS) — eight traits: per-agent asynchronous pathfinding or a shared CPU flow field sampled in O(1) by an entire swarm, driven by auto-registered processors for request, solve and steer. Ten Mass StateTree tasks and three evaluators let crowds perch, scan, engage, investigate and flee. You never call the solver yourself.
  • Blueprint and stock Unreal navigation — the Fly To Location latent node flies any pawn with no Behaviour Tree, StateTree or AI Controller, and Unreal's own Move To, AI Move To and EQS queries plan through the octree.
  • Tactical 3D EQS — 5 generators, 8 tests and 4 contexts that score real volume: volumetric line-of-sight, cover, threat exposure, height advantage, landing sites and true path distance, so a sniper perch is chosen in 3D rather than on a floor plane.
  • AI Perception and the Gameplay Debugger — threat tracking, nav links, area modifiers and a live in-editor debugger for inspecting the octree and solved routes, plus a setup wizard and a one-click health check.

Everything is exposed to Blueprint: 726 Blueprint-exposed symbols, documented in a full API reference, so a complete flying AI can be built without opening Visual Studio. Complete C++ source ships with it when you want it.

Beyond the solver

Pathfinding is the easy half

A pathfinding plugin hands you a list of points. Turning that into an agent that flies convincingly, is authored by your AI designers, scales to a crowd and survives a multiplayer session is the rest of the work — and in practice it is where the integration time actually goes. That gap is what LCM 3D Navigation AI is built to close.

Capability comparison against pathfinding-only volumetric navigation plugins. Solver quality is deliberately listed as equivalent — the difference is everything built around it.
CapabilityPathfinding-only pluginsLCM 3D Navigation AI
Route solvingA*, Theta*, Lazy Theta*The same three solvers
World modelBounds volume requiredFinite or infinite streaming chunks
Agent locomotionBring your own movement6-DOF flight & swim component — Multirotor, Jet / Fixed-Wing, Bird, Fish
Behaviour TreeStock MoveTo nodes21 tasks, 5 decorators, 5 services
StateTree—25 tasks, 8 conditions, 8 evaluators
Ready-made behaviours—Patrol, Orbit, Follow, Hover, Land on moving decks, Perch, Scan Area, Engage, Find Cover, Flee, Investigate
Mass Entity crowds—8 traits, Mass StateTree behaviours, 10,000+ agents
Moving obstaclesVariesOctree restamping plus Fly To prediction that times its pass
Multiplayer—Server-authoritative replication, deterministic CPU compute
Tactical queriesVaries3D EQS — 5 generators, 8 tests, 4 contexts scoring real volume
ConsolesVariesPlayStation 5, Xbox Series X|S
Demo contentVaries57 demo levels, free from inside the editor
DocumentationREADME165-page manual, 15 tutorials, full API reference
SupportCommunity issue trackerDirect from the developer who wrote it
What you can build

Flying AI, drones, submarines and space combat

Anything that moves through a volume rather than across a surface is a candidate for 3D pathfinding in Unreal Engine 5.

A seagull glides along sea cliffs in the Sea Cliffs demo of LCM 3D Navigation AI

Flying AI, birds and dragons

Aerial predators that dive between towers, circle for an approach, glide in and perch on a free ledge — with 6-DOF flight locomotion driving the body, not just the route. See the Sea Cliffs gull colony. Flying AI and drones →

Close-up of a quadcopter drone hovering over the harbour quay in Unreal Engine 5

Drone and helicopter AI

Multirotor archetypes with thrust, lift, drag and attitude PID, so a drone banks into its turns instead of sliding along a spline — and lands on a rolling ship's deck. See the Hunter Drone, Harbour and Sentry Drones demos. Flying AI and drones →

A fighter leads its target with laser fire between asteroids

Space and dogfight combat

No up, no floor, no gravity — the octree treats a debris field or asteroid belt as ordinary navigable volume. See Space Dogfight and the Raider Swarm. Space combat AI →

A Mass Entity school of fish streams over the coral, parting round the pinnacles

Underwater and swim navigation

Fish archetypes that hold depth, school in layers and part round predators, plus ROVs and turtles routing around reefs and wrecks. See Coral Reef and the 1 cm Fish Tank. Underwater and fish AI →

A drone swarm sweeping over a city skyline, driven by a shared 3D flow field

Insect and creature swarms

10,000+ Mass Entity agents sampling a shared flow field for bats, drone swarms and locusts at frame budget — and crowds that perch, scan, engage and flee. Mass Entity crowds →

A drone crosses the archive hall of the warehouse demo level

Vertical and interior levels

Shafts, atriums, scaffolding, warehouses and multi-storey interiors where stacked 2D navmeshes fall apart. See Vertical Skyscraper and Warehouse. Open-world navigation →

5.0 3 ratings on Fab
Best 3D Navigation Plugin on the Marketplace
VecFourDigital · five-star review on Fab · Read the reviews ↗
Networking

Server-authoritative multiplayer 3D navigation

Clients request a route, the server solves it and delivers it back through Client_DeliverPath, and moving obstacles replay their navigation footprint to every peer over a multicast. CPU compute is bit-deterministic, which keeps replays and lockstep viable, and a headless validation suite (-LcmMpTest) exercises the sanity, replicated-request, multicast-transport and digest-chain paths so regressions surface in CI rather than in a playtest.

Supported on Windows, macOS, Linux, Android, iOS, PlayStation 5 and Xbox Series X|S, with the C++ core held to the same standard on every target; consoles compile from source with your own platform SDK. Dedicated servers and -nullrhi runs are supported. Nintendo Switch support is in progress.

Getting started

Adding 3D pathfinding to a UE5 project

  1. Install the pluginAdd LCM 3D Navigation AI from Fab to your Unreal Engine 5.2–5.8 project and enable it in the plugin browser. Open the built-in QuickStart level, or fetch the 57 demo levels from the LCM Nav3D menu › Get the Demo Levels. Installation is chapter 1 of the manual.
  2. Place the navigation managerDrop one LcmNavigationManagerSVO into the level and set the world bounds and minimum voxel size. It builds the Sparse Voxel Octree and owns every navigation query from then on.
  3. Give the agent a bodyAdd LcmFlightMovementComponent to the pawn and pick an archetype — Multirotor drone, Jet / Fixed-Wing, Bird or Fish — then tune thrust, lift, drag, buoyancy and the attitude PID. An animation-drive struct feeds your blendspaces.
  4. Author the behaviourUse the FlyTo Behaviour Tree task, the equivalent StateTree task, a Mass trait for crowds — or the Fly To Location Blueprint node for no AI setup at all. Chapter 3 of the manual walks through a first flying agent end to end.
  5. Scale upAdd behaviours like Land, Perch, Engage and Flee, dynamic obstacles, cost areas, tactical 3D EQS queries, hybrid Recast levels for ground units, and switch to infinite chunked worlds when the map outgrows a single volume.

Documentation is a 165-page manual with 15 step-by-step tutorials and a 13-page Quick Start, not a plugin dump: every setting is listed with its verified default and limits, and the full API is documented in a reference. Read the full documentation online →

Reference

Specifications

PluginLCM 3D Navigation AI, version 3.6.0 (October 2026) — previously published as LCM Nav3D, still the name on the logo mark
EngineUnreal Engine 5.2, 5.3, 5.4, 5.5, 5.6, 5.7 and 5.8
NavigationSparse Voxel Octree volumetric navigation, hybrid with Recast
PathfindingA* · Theta* · Lazy Theta* — multi-threaded, deterministic CPU solving
SmoothingRaw · Linear Shortcut · Curved Spline, geometry-validated
GPUVoxelization, octree and links built on the GPU (D3D12, D3D11, Vulkan); each GPU proves its voxels first, and one that fails voxelizes on the CPU for the session · GPU path solver in experimental validation
World modeFinite (built or baked), or infinite streaming chunks with pre-baked chunks
Voxel sizeDown to 0.5 cm — the Fish Tank demo navigates a 120 cm aquarium at 1 cm
AI nodes85 — Behaviour Tree 21 tasks, 5 decorators, 5 services · StateTree 25 tasks, 8 conditions, 8 evaluators · Mass StateTree 10 tasks, 3 evaluators
Tactical EQS5 generators · 8 tests · 4 contexts
Crowds10,000+ agents via Mass Entity — 8 traits, per-agent paths or a shared flow field, schooling
AvoidanceReactive (boids) · Predictive (ORCA) · Context-Based Steering · moving-obstacle prediction in Fly To
Locomotion6-DOF flight and swim — Multirotor drone, Jet / Fixed-Wing, Bird, Fish
NetworkingServer-authoritative replication, bit-deterministic CPU compute
ScriptingBlueprint and C++ — 726 Blueprint-exposed symbols, complete C++ source
PlatformsWindows · macOS · Linux · Android · iOS · PlayStation 5 · Xbox Series X|S; consoles compile from source with your platform SDK (Switch in progress)
Demo levels57, free from inside the editor — 17 worlds in Behaviour Tree and StateTree editions, 15 Mass editions, and 8 Feature Examples levels with 69 single-feature displays
Documentationlcmnav3d.github.io — free to read online · 165-page manual · 15 tutorials · 13-page Quick Start
Defaults100 cm minimum voxel · 200 m world cube
Rating5.0 out of 5 on Fab (3 ratings)
Where to get itFab marketplace · free demo on itch.io · Discord support
FAQ

3D pathfinding in Unreal Engine 5 — common questions

Does Unreal Engine 5 support 3D pathfinding out of the box?

No. UE5 ships with Recast, which builds a navmesh of walkable surfaces — a 2.5D representation designed for characters that stand on the ground. A flying, swimming or space-borne agent has nothing to path along. LCM 3D Navigation AI adds a true volumetric representation that treats open air and water as navigable space, giving Unreal Engine 5 real 3D pathfinding.

What is the difference between a Recast navmesh and volumetric 3D navigation?

A Recast navmesh describes surfaces you can stand on; it flattens a level into walkable polygons. Volumetric navigation describes the empty space you can move through. LCM 3D Navigation AI carves the playable volume into a Sparse Voxel Octree and paths through the empty nodes, so open sky is stored cheaply as a few large nodes while detail appears only where geometry actually is.

How do I make flying AI in Unreal Engine 5?

Add an LcmNavigationManagerSVO actor so the level can build its navigation octree, give the AI pawn an LcmFlightMovementComponent for 6-DOF flight, then drive it from a Behaviour Tree FlyTo task, a StateTree task or a Mass Entity trait. For the simplest case, the Fly To Location Blueprint node flies a pawn with no AI Controller at all. The plugin handles the request, the solve and the steering; you author the behaviour.

Does LCM 3D Navigation AI work with Behaviour Trees, StateTree and Mass Entity?

Yes — all three, at full parity and reading the same navigation data. It ships 21 Behaviour Tree tasks, 5 decorators and 5 services; 25 StateTree tasks, 8 conditions and 8 evaluators; and 8 Mass Entity traits with 10 Mass StateTree tasks and 3 evaluators for large crowds. The behaviours include Fly To, Patrol, Orbit, Follow, Hover, Take Off, Land, Perch, Scan Area, Engage Target, Find Cover, Flee and Investigate.

How many AI agents can it handle?

10,000 or more through Mass Entity. Two crowd modes are available: per-agent asynchronous pathfinding via the Nav3D Agent trait, or a single shared CPU flow field that an entire swarm samples in constant time. Mass StateTree tasks let crowds perch, scan, engage, investigate and flee, and schooling, Hold Avoidance and Contact Push keep dense crowds apart. A per-agent GPU solver is in experimental validation and ships as a free update.

Does 3D pathfinding work in multiplayer?

Yes, server-authoritatively. Clients request a route, the server solves it and delivers it back through Client_DeliverPath, and moving obstacles multicast their navigation footprint. CPU compute stays bit-deterministic for replays and lockstep, and a headless validation suite exercises the replicated paths.

Does it work in open worlds or with World Partition?

Yes. LCM 3D Navigation AI runs in two modes. A finite world builds its octree once at BeginPlay inside defined bounds. An infinite world has no fixed extent — navigation chunks stream in around agents and unload behind them, so memory stays flat however far the map runs. Long routes use macro/micro routing, solving coarsely across chunks and finely within the current one. Most volumetric navigation plugins require a bounds volume and cannot navigate outside it. More on infinite worlds →

How is this different from the free open-source SVO navigation plugins?

The solvers are comparable — A*, Theta* and Lazy Theta* are well established, and the open-source implementations use them too. The difference is everything built around the solver: infinite streaming worlds rather than a required bounds volume, GPU-built navigation, a 6-DOF flight and swim locomotion component, an 85-node Behaviour Tree, StateTree and Mass agent library, moving-obstacle prediction, Mass Entity traits for 10,000+ agent crowds, tactical 3D EQS, server-authoritative multiplayer replication, console support, 57 demo levels, a 165-page manual with 15 tutorials, and direct support from the developer. See the full comparison →

Which Unreal Engine versions and platforms are supported?

LCM 3D Navigation AI 3.6.0 supports Unreal Engine 5.2, 5.3, 5.4, 5.5, 5.6, 5.7 and 5.8, and is supported on Windows, macOS, Linux, Android, iOS, PlayStation 5 and Xbox Series X|S. Consoles compile from source with your own platform SDK. Nintendo Switch support is in progress. Check the Fab listing for the current engine compatibility list.

Do I need C++, or does it work with Blueprints?

It works from Blueprints. The plugin is C++ for performance and ships complete source, but exposes 726 symbols to Blueprint, documented in a full API reference, so a full flying AI can be built without writing code. The Fly To Location node flies a pawn from plain Blueprint with no AI Controller. The C++ API is available when you want it.

Can it handle moving or dynamic obstacles?

Yes. Dynamic obstacles restamp their footprint into the octree as they move, so routes account for doors, lifts, destructible geometry and other moving actors — and the change replicates to clients in multiplayer. Since 3.6, Fly To also predicts every moving obstacle and times its pass: it learns a gate's or a piston's cycle, waits for a gap, takes a detour, and dodges what it cannot outrun.

Can flying AI land on moving platforms?

Yes. The Land task finds its own landing point and flies the approach relative to the deck, so a drone can land on a rolling ship or a moving lorry and take off again with the deck's velocity. Birds and fish glide in with a braking flare, and EQS generators and tests find landing sites for flying agents.

Does it work for small worlds such as an aquarium?

Yes. Voxels go down to 0.5 cm, and a World Scale profile handles centimetre-scale worlds. The Fish Tank demo navigates a 120 cm aquarium at 1 cm, with 8 cm fish schooling through a rock arch.

What is new in LCM 3D Navigation AI 3.6?

Version 3.6.0 (October 2026) adds moving-obstacle prediction to Fly To, the Obstacle Gauntlet demo (a 370 m hall with 42 movers), GPU voxelization that proves itself on each machine before it builds navigation, a self-repairing GPU build on D3D12, D3D11 and Vulkan, more natural fish swimming and schooling, steadier drones and smarter hunters, and more than thirty fixes from a plugin-wide code audit. Full release notes →

Is there a free demo?

Yes — a free playable demo is on itch.io, and buyers get 57 demo levels free from inside the editor (LCM Nav3D menu › Get the Demo Levels). The full plugin is sold on Fab.

Give your AI the whole sky.

LCM 3D Navigation AI — true 3D pathfinding and volumetric navigation for Unreal Engine 5, built and supported by a working game developer.

Get it on Fab ↗ Contact the developer →