x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

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

https://www.youtube.com/watch?v=GcOSe-aBdtM&feature=youtu.be

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?

Product Version: Not Selected
Tags:
more ▼

asked Dec 29 '14 at 05:42 PM in Bug Reports

avatar image

Justin.Dooley
2.1k 104 70 160

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

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.

Cheers,

--mieszko

more ▼

answered Dec 29 '14 at 09:17 PM

avatar image

MieszkoZ STAFF
7.3k 223 57 412

avatar image Justin.Dooley Dec 29 '14 at 09:38 PM

Yea I have tried using the Detour and RVO avoidance. RVO pushes objects off the navmesh still so it's out of the question but with detour they still run into eachother. Simply adding the custom implementation in C++ does not seem to allow the detour actors to go around each other too effectively.

I've been looking into the detour code a bit and I can't tell for sure but it looks like it might have to have avoidance groups set up as well. Is that correct? Also, having detour doesn't seem to affect the pathfinding in EQS. This results in Meele units choosing inappropriate targets that other actors are blocking the path to.

Maybe having the Can Affect Navigation Generation change the weight on the navmesh rather than cut through it would help with this. I don't know enough about the navigation system to say for sure.

avatar image MieszkoZ STAFF Dec 29 '14 at 10:16 PM

If you want to have EQS generate AI-free spots then having characters apply navigation areas rather then cutting holes on the navmesh would be one of the ways to do it.

Alternatively you can have an EQS test that would check if given location is occupied, but currently there's no fast way to get pawns in a radius around a specified location (it's in the backlog though).

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question