Dynamic navmesh for dynamic objects?

The selected object in this test level I am making is a wall which, based on a viewcone system, will disappear and reappear, collision and all. However, as is halfway necessary, the Navmesh has a gap where the wall is standing.As of right now, my little AI chick will run around the wall instead of follow me through it when it disappears. This will become a problem when this wall is part of a larger, continuous wall. Is it possible to have this gap fill dynamically whenever the wall disappears and allows passage?

You need to make sure you have your navmesh set up for runtime generation. You can do that via Project Settings -> Navigation Mesh -> RebuildAtRuntime. Also, bear in mind this doesn’t really work with BSP. You should also consider making your disappear-able walls “navigation obstacles” (there’s a whole section of parameters for it in static mesh editor) which will greatly improve navmesh generation performance.

Cheers,

–mieszko

Hi Bennick,

Does MieszkoZ answer work for you ? Are you dynamically destroying and adding the static mesh to the level or simply turning its collision and visibility off when making it disappear. If your only making the actor to be hidden in game and set its collision to no collision , then try displacing it to a location outside the level when making it disappear . Since even if the mesh is hidden it still contributes to the navmesh , so moving it outside the volumes should help you.

His solution worked Just fine for my purposes. I may need a Little extra scripting to make it perfect but its fine. Thank you!