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[Closed] What would be the best approach to implement NPCs movement?

Hi,

My game concept asks for wide landscapes (not full of characters though - empty and beautiful, moody zones through which the player travels quickly). What would be the best approach to implement NPCs movement? Navmeshes, pathfinding nodes...? I'm curious here about how can I bake a navmesh that seamlessly covers different streaming levels... Let's say I have some mountains and a plain in a level. Then I have to load another set of plains and with some hills... How can I make a NPC travel seamlessly from one level/landscape piece to another? Newbie question.

Thanks in advance.

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asked Mar 11 '14 at 05:34 AM in Everything Else

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ue4-archive ♦♦ STAFF
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The question has been closed May 08 '14 at 02:59 PM by Lovecraft_K for the following reason:

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Hi Athos,

Currently the only kind of navigation UE4 supports is navmesh. We don't support navmesh streaming yet, so you'll need to build the whole navmesh up from. Make sure you restrict navmesh space with NavMeshBounds volumes so that you whole navmesh doesn't take more memory then needed.

Having said all that we do see the need for special large-scale navigation solution, but we haven't planned for it yet.

Cheers,

--mieszko

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answered Mar 11 '14 at 05:34 AM

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avatar image cheesewhisk May 08 '14 at 12:16 PM

If you have navmesh set to bRebuildAtRuntime=true and you have a navmesh bounds volume in a streamed level would that work?

Dynamic navmesh

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