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Find the point on navmesh closest to some FVector (not on navmesh)?

I'm building a world where AI controlled characters navigate to various locations, usually another Actor, and I ran into the issue where the goal Actor's location is occasionally not on the NavMesh. This is affecting my call to UNavigationSystem::SimpleMoveToActor() and UNavigationSystem::SimpleMoveToLocation().

How can I calculate a new FVector, one located on the navmesh which I can supply to SimpleMoveToLocation, so that my characters can move to the closest navigable point?

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asked Nov 22 '14 at 11:56 PM in C++ Programming

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avatar image jtarczykowski Jul 27 '17 at 01:09 PM

It's sad that docs are so bad on that topic and there is no proper answer. Anyway to figure it out I've looked at the source of GetRandomPointInNavigableRadius - and basically what I think would be the best approach is to get all NavPolys in are with GetPolysInBox method and then you can iterate on those Polys and find closest points.

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This could help you: https://answers.unrealengine.com/questions/139225/best-fast-method-to-detect-if-point-is-on-navmesh.html

You can manipulate with Extent argument to find point of navmesh in proximity of your target location.


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answered Nov 27 '14 at 11:49 AM

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avatar image saporter Nov 28 '14 at 06:10 AM

That looked promising but it doesn't seem to "project" a point on to the NavMesh in the (x,y) plane. It seems to project a point in the sky onto the ground (z axis) just fine, but I need to be able to project a point completely out of bounds (but on the same plane) back into bounds. Here's how I was using it:

 FVector newGoalVector = UNavigationSystem::ProjectPointToNavigation(goalActor, goalActor->GetActorLocation());

Internally, it looks like this particular call was assigning an INVALID_NAVEXTENT value to Extent. No joy. Then I tried:

 UNavigationComponent* PFindComp = nullptr;
 UPathFollowingComponent* PFollowComp = nullptr;
 AActor* goal = citizen ? container->TargetGoal : nullptr;   // set goal.  Never null
 CitizenController->InitNavigationControl(PFindComp, PFollowComp);
 FVector Point = goal->GetActorLocation();
 FNavLocation ProjectedPoint(Point);
 UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GEngine->GetWorldFromContextObject(goal));
 NavSys->ProjectPointToNavigation(Point, ProjectedPoint, PFindComp->GetQueryExtent() , PFindComp->GetNavData(), PFindComp->GetStoredQueryFilter());

Same thing... Still doesn't project the way I need it to. I can't find a lot of documentation on Extent (or these functions or how to use them). Any further advice?

avatar image daren720 Jun 02 '17 at 08:35 PM

Were you able to resolve this? I'd like to be able to find the nearest point on a nav mesh from a point that is off the nav mesh - after determining that it is off the nav mesh.

thanks Daren

avatar image Nonlin Jul 23 '18 at 11:54 PM

Can't figure out how to use Project Point To Navigation either. Doesn't do what I thought and no docs on it.

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