Nav Link Proxy not setting custom NavArea Flag
I went through the tutorial on making an AI Jump and couldn't get the nav link proxy to set the flag correctly for some odd reason. I don't get any compile errors but when I debug out a message the
is never true when my AI walks into the Nav Link Proxy with the Nav Area on the Point Link set to NavArea_Jump.
I triple checked everything from the tutorial and cant see anything different then what I am doing.
I saw a warning saying that said
So then set the Navigation Mesh
Not quite sure what that means. Any help would be greatly appreciated , would love to get this working :)
Tutorial I used was from here. http://unreal-ai-tutorial.info/index.php/8-tutorial-cpp/3-making-ai-jump-as-part-of-path-following
The problem happens with 4.10. I investigated it further and noticed that the bug actually only happens with hot reloading. Normally the custom NavArea class (old version) should be unregistered when hot reloading and re-registered after that. However somehow it first registers the new one and then unregisters the old one. This would make it necessary to restart the editor after compiling each time.
I managed to circumvent the problem for now by overriding FinishDestroy() in my custom NavArea class with the following - slightly changed - code.
Have you tried switching to 4.10? They fixed a bug where the nav mesh was being rebuilt all the time. As soon as I switched to 4.10 the bug disappeared.
answered Nov 27 '15 at 03:54 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here