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  <title>LCM Nav3D Documentation</title>
  <subtitle>Production-grade volumetric 3D navigation for Unreal Engine 5. Sparse voxel octree pathfinding, GPU voxelization, 10,000+ Mass Entity agents and true-3D EQS.</subtitle>
  <link href="https://lcmnav3d.github.io/feed.xml" rel="self"/>
  <link href="https://lcmnav3d.github.io/"/>
  <id>https://lcmnav3d.github.io/</id>
  <updated>2026-08-23T00:00:00Z</updated>
  <author><name>L. Charitha Madhushanka</name></author>
  <rights>Copyright (c) 2026 L. Charitha Madhushanka. All rights reserved.</rights>
  <entry>
    <title>LCM 3D Navigation AI Docs | 3D Pathfinding for Unreal Engine</title>
    <link href="https://lcmnav3d.github.io/"/>
    <id>https://lcmnav3d.github.io/</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Production-grade volumetric 3D navigation for Unreal Engine 5. Sparse voxel octree pathfinding, GPU voxelization, 10,000+ Mass Entity agents and true-3D EQS.</summary>
  </entry>
  <entry>
    <title>Nav3D vs Recast Navmesh for Flying AI in Unreal Engine</title>
    <link href="https://lcmnav3d.github.io/nav3d-vs-recast.html"/>
    <id>https://lcmnav3d.github.io/nav3d-vs-recast.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Why Unreal's Recast navmesh cannot represent open air, where each flying-AI workaround breaks down, and when volumetric SVO navigation is the right answer instead.</summary>
  </entry>
  <entry>
    <title>Install LCM Nav3D in Unreal Engine 5 - Fab or Manual Setup</title>
    <link href="https://lcmnav3d.github.io/installation.html"/>
    <id>https://lcmnav3d.github.io/installation.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Step-by-step install of the LCM Nav3D plugin into an Unreal Engine 5.2-5.8 project, from Fab or by hand, plus how to verify the install with a demo map.</summary>
  </entry>
  <entry>
    <title>Core Concepts: Sparse Voxel Octree Navigation | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/core-concepts.html"/>
    <id>https://lcmnav3d.github.io/core-concepts.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>How LCM Nav3D carves empty air into a sparse voxel octree and paths through it. Covers the navigation manager actor, world extent, voxel size and clearance.</summary>
  </entry>
  <entry>
    <title>Your First Flying AI Agent in Unreal Engine | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/your-first-flying-agent.html"/>
    <id>https://lcmnav3d.github.io/your-first-flying-agent.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Build a pawn that flies through true 3D space to a goal in Unreal Engine, using a navigation manager, an AIController and one LCM Fly To task. No C++ needed.</summary>
  </entry>
  <entry>
    <title>Flying AI with StateTree in Unreal Engine | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/statetree-agent.html"/>
    <id>https://lcmnav3d.github.io/statetree-agent.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Author identical 3D flight behaviour in StateTree instead of a Behavior Tree. Swap RunBehaviorTree for a StateTreeAIComponent and bind the Fly To task target.</summary>
  </entry>
  <entry>
    <title>Dynamic Obstacles and Runtime Rerouting | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/dynamic-obstacles.html"/>
    <id>https://lcmnav3d.github.io/dynamic-obstacles.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Add a Dynamic Obstacle component to any moving actor. LCM Nav3D restamps the octree and agents reroute live around doors, platforms and destructible cover.</summary>
  </entry>
  <entry>
    <title>Mass Entity Crowds: 10,000+ 3D Agents | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/mass-entity-crowds.html"/>
    <id>https://lcmnav3d.github.io/mass-entity-crowds.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Add one trait to a Mass Entity Config and a crowd navigates in full 3D through the Unreal ECS. No per-agent controller, no tick function and no code required.</summary>
  </entry>
  <entry>
    <title>True 3D Tactical EQS Queries in Unreal | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/tactical-eqs.html"/>
    <id>https://lcmnav3d.github.io/tactical-eqs.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>LCM Nav3D ships EQS generators and tests that work in true 3D: candidate points anywhere in the navigable volume, scored by volumetric line-of-sight and cover.</summary>
  </entry>
  <entry>
    <title>AI Perception to Volumetric Threat Tracking | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/ai-perception.html"/>
    <id>https://lcmnav3d.github.io/ai-perception.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Wire Unreal's UAIPerceptionComponent into LCM Nav3D through the AI Perception Bridge, so perceived threats feed true-3D EQS queries for flanking and cover.</summary>
  </entry>
  <entry>
    <title>Hybrid Recast + 3D Navigation in One Level | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/hybrid-recast.html"/>
    <id>https://lcmnav3d.github.io/hybrid-recast.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Run walking agents on Recast and flying agents on the SVO in one level. The Crowd Avoidance Bridge lets Detour RVO steer Recast agents around LCM Nav3D pawns.</summary>
  </entry>
  <entry>
    <title>3D Nav Links and Volumetric Area Modifiers | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/nav-links-and-areas.html"/>
    <id>https://lcmnav3d.github.io/nav-links-and-areas.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Vertical ladders, jump shafts and teleporters via ULcmNavLinkComponent, plus volumetric cost overlays for water, storms and danger zones via NavArea modifiers.</summary>
  </entry>
  <entry>
    <title>Reading Agent State in the Gameplay Debugger | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/gameplay-debugger.html"/>
    <id>https://lcmnav3d.github.io/gameplay-debugger.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>LCM Nav3D adds its own category to Unreal's stock Gameplay Debugger. Press the debugger key in PIE, pick an agent and read per-agent and plugin-wide state live.</summary>
  </entry>
  <entry>
    <title>BT Wait: Use the Stock UBTTask_Wait Node | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/bt-wait.html"/>
    <id>https://lcmnav3d.github.io/bt-wait.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Unreal Engine's stock Wait task works as-is with LCM Nav3D flying agents. The pattern, why no plugin variant ships, and the one LCM Nav3D-specific alternative.</summary>
  </entry>
  <entry>
    <title>BT IsAtLocation: Use the Stock UE5 Decorator | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/bt-is-at-location.html"/>
    <id>https://lcmnav3d.github.io/bt-is-at-location.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>UBTDecorator_IsAtLocation already works on LCM Nav3D pawns. Three-step usage, why no plugin-specific variant exists, and when the path-finding variant helps.</summary>
  </entry>
  <entry>
    <title>BT LookAt: Use UBTTask_RotateToFaceBBEntry | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/bt-look-at.html"/>
    <id>https://lcmnav3d.github.io/bt-look-at.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Unreal's stock Rotate to Face BB Entry task covers both LookAt and TurnInPlace for LCM Nav3D agents. Setup, tuning and when a custom rotation task is worth it.</summary>
  </entry>
  <entry>
    <title>BT TurnInPlace: Stock Rotate + DefaultFocus | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/bt-turn-in-place.html"/>
    <id>https://lcmnav3d.github.io/bt-turn-in-place.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Turn an LCM Nav3D agent in place with Unreal's stock rotation task, and hold facing during other tasks with the DefaultFocus service. Plus constant-rate turns.</summary>
  </entry>
  <entry>
    <title>BT HealthBelow: Blackboard + Decorator Pattern | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/bt-health-below.html"/>
    <id>https://lcmnav3d.github.io/bt-health-below.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Unreal ships all you need: a Float blackboard key plus a Blackboard-Compare decorator. The pattern, a GameplayTag variant, and why no LCM Nav3D node ships.</summary>
  </entry>
  <entry>
    <title>BT PerceptionRelay: Bind the Delegate Directly | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/bt-perception-relay.html"/>
    <id>https://lcmnav3d.github.io/bt-perception-relay.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>UAIPerceptionComponent already emits perception updates as a delegate. Bind it in your AI controller and write to a blackboard key - no custom BT service needed.</summary>
  </entry>
  <entry>
    <title>BT MemoryDecay: Use GetLastStimulusLocation | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/bt-memory-decay.html"/>
    <id>https://lcmnav3d.github.io/bt-memory-decay.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Unreal's UAIPerceptionComponent already tracks per-actor last-known stimulus location with age. Use it as a BT service instead of a hand-rolled decay timer.</summary>
  </entry>
  <entry>
    <title>Editor Tools: Wizard, Health Check, Auto-Tuner | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/editor-tools.html"/>
    <id>https://lcmnav3d.github.io/editor-tools.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Every LCM Nav3D panel behind the Nav3D toolbar button: the Welcome screen, Manager panel, Bake Volumes, Setup Wizard, Health Check and the Auto-Tuner.</summary>
  </entry>
  <entry>
    <title>Settings Reference: LcmNavigationManagerSVO | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/settings.html"/>
    <id>https://lcmnav3d.github.io/settings.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Every field on the LCM Nav3D navigation manager, with verified defaults and limits: setup, voxels, collision, performance, skeleton, debug and runtime state.</summary>
  </entry>
  <entry>
    <title>Troubleshooting 3D Navigation Problems | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/troubleshooting.html"/>
    <id>https://lcmnav3d.github.io/troubleshooting.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>LCM Nav3D problems in the order people hit them: agents that will not move, &quot;no path found&quot;, ignored geometry, dead dynamic obstacles and performance issues.</summary>
  </entry>
  <entry>
    <title>6-DOF Flight and Swim Locomotion Reference | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/flight-locomotion.html"/>
    <id>https://lcmnav3d.github.io/flight-locomotion.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Physically plausible 6-DOF locomotion for drones, birds and fish, layered on LCM Nav3D guidance. Archetypes, the animation contract, tuning and determinism.</summary>
  </entry>
  <entry>
    <title>Mass Entity Trait Reference | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/mass-traits.html"/>
    <id>https://lcmnav3d.github.io/mass-traits.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Every LCM Nav3D Mass Entity trait, the combination matrix, the editor validator and the one rule you must not break: exactly one movement trait per agent.</summary>
  </entry>
  <entry>
    <title>API Reference: Blueprint, BT, StateTree, Mass | LCM Nav3D</title>
    <link href="https://lcmnav3d.github.io/api-reference.html"/>
    <id>https://lcmnav3d.github.io/api-reference.html</id>
    <updated>2026-08-23T00:00:00Z</updated>
    <summary>Every LCM Nav3D class, function and property you can reach from Blueprint, the Details panel, a Behaviour Tree, a StateTree or a Mass Entity config.</summary>
  </entry>
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