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Navmesh issue with corner

Hey,

I have an issue with corner when I'mu sing Navmesh. The enemies are stuck, especially when climbing a stair and near a small wall. I think that playing with the Navmesh settings would resolve the problem however, despite having seen the live support about AI, I don't find the right setting. Can you help me please ?

Thanks in advance !

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asked Jan 15 '15 at 03:42 PM in Using UE4

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Atemu
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First of all add an entry to SupportedAgents in Project Settings -> Navigation System and make sure you set up Agent Radius to whatever your character's radius is. If this doesn't help maybe you could share a stripped-down version of your project?

Cheers,

--mieszko

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answered Jan 15 '15 at 04:25 PM

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MieszkoZ STAFF
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avatar image Atemu Jan 16 '15 at 12:33 PM

Thank you for you help. The generated Navmesh seems much better now however, the enemies are still "stuttering" (see the gif).

Here is my project as requested : https://dl.dropboxusercontent.com/u/3044233/Cyberpunk_TD.zip

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avatar image MieszkoZ STAFF Jan 16 '15 at 12:58 PM

And that's why giving us a repro-project is the way to go! Got it nailed, fix will be in 4.7. The workaround until then is increasing the speed of your AI Characters. At the default ground speed of 600 it works fine. Play around with it, maybe some lower values will still be ok.

Cheers!

avatar image Atemu Jan 16 '15 at 02:21 PM

Blockquote And that's why giving us a repro-project is the way to go! Got it nailed, fix will be in 4.7.

I've found a bug :P The workaround is working, the lowest ground speed I could set was 400.

avatar image zoid Feb 01 '15 at 05:03 PM

Hi @MieszkoZ, do you know what the SHA1 for the github commit for this is? I was wanting to try and pull this fix in early.

Thanks!

avatar image MieszkoZ STAFF Feb 02 '15 at 01:55 PM
avatar image ColdSteel48 Mar 05 '18 at 08:57 PM

Hey Mieszko, I have the same issue in 4.16.3 I am using detour crowd... the navigation generated seems fine with a matching radiuses, I am using speed of 160 (can not increase it - game specifics) When I am trying to play with navigation highlighted it seems like the characters are penetrating the navigation walls... I have only 1 nav mesh generated due to detour specifics.

Sadly the project is very big and I can not give you a stripped down copy too many dependencies on custom C++ classes.

Could you suggest something please ?

avatar image ColdSteel48 Mar 05 '18 at 10:35 PM

It Seems like if I disable detour the Characters are no longer stuck at corners - however they sometimes getting inside the navmesh bound modifier (area NULL) which is weird as well :(

With detour alt text

avatar image ColdSteel48 Mar 06 '18 at 12:33 AM

So far it seems like setting Max Avoided Walls to 0 resolves the slowdown and stuck issue, however sometimes the Character is entering the Yellow border completely - I am not sure if it is good enough to live with and what setting the MaxAvoidedWalls actually means :-()

Well after more testing I realized that this is even worse :-( Now AI are just going on top of un-walkable areas and what not :-(

No, RVO is Disabled!

The generated path is fine - the path following is just bad - It appears like it just wants to cut some corners and then stuck in them :(

avatar image Prab_ May 15 '19 at 12:31 PM

@ColdSteel48 thank you..i was stuck on this thing finally fixed..

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