How to update navmesh according to a moving NavMeshBoundsVolume ?
Hello World ^^
I working on UE 4.5.1, I'm building a game which generates levels with some square tiles (Static Mesh). This tiles collection is endless and generated according to my player location. I actually have a NavMeshBoundsVolume set at the world origin in my scene (it is put to movable in its parameters). This NavMeshBoundsVolume also create a raycastnav mesh that I set on 'rebuild at runtime'. With a blueprint I update the NavMeshBoundsVolume position to the player location.
It can maybe be easy to understand that by following those illustrations :
And the view of the blueprint that link navmesh/player position :
I need to have an updated navmesh that works all this tiles. Due to my endless level, I want to avoid expanding the NavMeshBoundsVolume to a large scale value. So my goal in this case is to having a navmesh that don't exceed a 5X*5Y tiles size > 20000X*20000Y (Each tile have a size of 4000x4000).
Is it possible to recalculate the navmesh according to the moving player location in real time ?
asked Nov 13 '14 at 03:59 PM in Using UE4
I was about to answer that you should try calling
So, hack around it for now. Console command
answered Nov 16 '14 at 02:03 AM
I've tried some experiences around the Console command 'RebuildNavigation', but nothing seems to be really updated using only this command. The only way i've found to deal with my problem is to make a Class variable of type 'NavMeshBoundsVolume' and create a new instance of it using the 'SpawnActor' function.
This method using with 'RebuildNavigation' seems to update the NavMeshBoundsVolume's location... the calculated navmesh is a little bit messy but it's maybe a starting solution in order to find a better one with this problem.
Thank you and I will follow closely about this point in the next engine's updates.
answered Dec 02 '14 at 04:59 PM
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