using Can Affect Navigation Generation
When I add the check boxes on my characters for Can Affect Navigation Generation and can even affect navigation (on the capsule component) My AI cuts holes in the recast navmesh. This is expected. But, what is not expected is that when the AI is crossing a tile, it sometimes gets stuck or turns around. The goal is to have AI cut small holes in the navigation so pathfinding calls with the EQS system will choose targets that are not obstructed by other actors
In this video the actors are using the move to command to run a patrol. When crossing over tiles they sometimes get stuck. and runs back and forth along the edge before moving forward. Any idea what might be causing this?
asked Dec 29 '14 at 05:42 PM in Bug Reports
Making characters cut holes in the navmesh while moving is a conceptual hack. We do support doing that but I don't encourage it. And you're experiencing the reasons - when AI cuts holes in the navmesh and then tries to find a path the start of the path will be different then AI's location, which will be visible in situations like yours.
If we really wanted to fix it we'd need to give users a way to indicate navigation area type used for cutting holes in navmesh by characters. This might be useful so I'll add it to our backlog.
However, you shouldn't need to do that. The recommended way to solve what I think you're trying to solve here is to use avoidance, either our RVO or Detour Crowds. On the other hand you may run into other issues as well, so just give it a try and let me know what you run into.
answered Dec 29 '14 at 09:17 PM
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