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"

How to move on a dynamically spawned Floor Grid?

So building off of the "Top Down" template I removed the existing floor, walls, and square obstructions.

I then had the map's "Event Begin Play" call a function that spawned a grid of actors with a cube static mesh to act as the new floor.

The character no longer moves. Using break points I have been able to determine that the destination location is still being accurately acquired.

Can characters not move on dynamically spawn floors? What am I missing?

Product Version: Not Selected
Tags:
more ▼

asked Jan 22 '15 at 01:30 AM in Blueprint Scripting

avatar image

Erdrik
423 47 52 76

avatar image Erdrik Jan 22 '15 at 06:40 AM

I got it working... But Im not 100% on how. I think it was setting recastnavigationmesh actor to rebuild at runtime? But Im not actually telling it to rebuild anywhere, so I am assuming it rebuilds automatically periodically?

Sill not sure how this all works so Im going to mark this as a comment and not an answer.

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

1 answer: sort voted first

Player in top-down example uses navmesh for movement, so if you want to spawn traversable meshes at runtime you need to have navmesh runtime generation enabled. If you do then navmesh will automatically update in response to spawning new collidable actors.

Cheers,

--mieszko

more ▼

answered Jan 22 '15 at 10:55 AM

avatar image

MieszkoZ STAFF
7.3k 225 57 413

(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