How to use "navmesh walking"
I don't know where I heard about this, I guess Mieszko said something about this in a stream. I can't find any information about "navmesh walking", but I know it was something like the character does not have to check every tick whether there is ground below it and this saves performance, but needs a good navmesh.
"Navmesh walking" is never mentioned anywhere in the forums or the answerhub or the documentation, so either my memory is bad and it's the wrong name or it's not yet implemented in the engine? I remember it would be a feature in 4.7, but again, can't find any information about this.
asked Mar 12 '15 at 10:50 PM in Blueprint Scripting
From answer of Lucas Furman: "By default navmesh walking mode ignores all collisions with world geometry (UCharacterMovementComponent::SetNavWalkingPhysics) and uses navmesh polys as a ground level. While it's being faster, it's also less accurate and depends on navmesh generation parameters. After all, navmesh is just approximation of walkable space and doesn't need to be identical with ground's geometry."
answered Jun 30 '15 at 12:56 PM
Navmesh walking is still in development and will be available in 4.8. We'll put together a tutorial/docs on it until then, but in general you enable it by calling
answered Mar 17 '15 at 12:57 PM
Hey John Alcatraz,
There are multiple tutorials regarding navmesh in general. Hopefully the following will assist you with what you're trying to achieve:
https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/NavMesh/1_1/index.html https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/NavMesh/index.html https://www.youtube.com/results?search_query=unreal+engine+tutorials
This one I found from Peter Newton on YouTube: https://www.youtube.com/watch?v=VAAHKNoIg0w
answered Mar 12 '15 at 11:54 PM
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