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How do I associate my character with a Navigation System Agent?

I've made this Agent in order to change the navmesh footprint, but where do I tell my character that it should use this setting? Is it associated by name or is it set in a default? or something else?

Thank you.

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asked Sep 26 '14 at 11:23 AM in Blueprint Scripting

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Asher S Einhorn
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2 answers: sort voted first

If you have only one Supported Agent defined then you don't have to do anything else. All AI agents will use the one and only navmesh.

If you have more Supported Agent NavigationSystem will pick "best fit" for your AI (a one that will guarantee not getting stuck, if possible).

Cheers,

--mieszko

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answered Sep 26 '14 at 08:00 PM

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MieszkoZ STAFF
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avatar image Asher S Einhorn Sep 30 '14 at 03:59 PM

That's weird... So it uses... what to decide which agent is the best pick? capsule extents or something? This kind of automation makes me uneasy..

avatar image MieszkoZ STAFF Oct 01 '14 at 10:58 AM

It's using NavAgent's properties which by default are filled with collision capsule's size. Pawn's NavAgent properties can be set via its defaults in Movement Component > Movement Capabilities. When you decide to do that make sure you set bUpdateNavAgentWithOwnersCollision to false.

avatar image nonder Oct 01 '14 at 04:00 PM

Useful info, also, I would like to ask what effect have these booleans like Can Crouch and so on ?

avatar image MieszkoZ STAFF Oct 03 '14 at 04:24 PM

None at the moment. But you can always read that data in BP/C++ and take advantage of it.

There are future use plans, but not too near future.

avatar image Raikoh Sep 14 '15 at 10:35 PM

I don't understand why is it not possible to set on the character which navmesh to use. Because i want to limit access to a character but not based on his size.

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As far as I understand - if the navigational actor corresponds to the dimensions, then all available nav-meshes are used to find the way.

This is quite logical:The car can pass on the road but can not drive in a narrow alley, and a person can pass both there and there.

If it is necessary to block the actor's access to a specific place, then one should use one of the prepared types of NavModifire or create own NavModifire type.

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answered Mar 18 '17 at 08:45 AM

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Sn_a_ke
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