Agent getting stuck on sloped/higher corners
I've been having some trouble tweaking my navmeshes, as I'm having an agent get stuck in a funny way while pathing around with MoveToLocation. I want to keep the parameters of the navmesh as customizable as possible, i.e. allowing for large step heights and max slopes. The problem I'm seeing, however, is that when the agent hits a link in the path on a sloped corner, he steps up and over the location of the current immediate move destination (i.e. that path link destination), and so he jiggles around it for a while until he either steps close enough to the link or paths somewhere else.
I was wondering if there is a way to ignore the Z-height while the agent is pathing when reaching immediate move destinations, or something similar - such as an "Acceptance Radius" for the path links rather than just the goal location. I could fix this by making his max step height lower so he can't jiggle over (and too far away) from the next move destination, but that makes my navmesh too sparse for gameplay.
Image below to clarify:
asked Dec 02 '14 at 02:16 AM in Using UE4
Unfortunately the picture is more confusing than clarifying :D Is this what you intended to post? There's no navigation information on the image.
But I think I know what you mean. Currently the only way to relax Z-axis checks in pathfollowing is with C++. You need to derive a class from
answered Dec 02 '14 at 03:38 PM
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