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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?

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

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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.

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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.



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answered Jan 22 '15 at 10:55 AM

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MieszkoZ STAFF
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