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"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Is there a max length for a NavLink?

Hi, I'm currently working with NavLinks (both standard NavLinksProxy and custom ones I created). I have noticed a problem: when the link points are too far away the link disappears from the NavMesh and can't be traversed anymore.

To recreate this behaviour simply drag a NavLinkProxy on a surface with a NavMesh built. Then move the start and end point of the simple point link so that they are distant around 2500 units. Notice that the link disappears from the NavMesh.

Why is this happening? Has anyone else encountered this problem?

Product Version: Not Selected
Tags:
more ▼

asked Apr 03 '15 at 09:02 AM in Using UE4

avatar image

m.frigerio
20 2 3 8

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

1 answer: sort voted first

I found out myself that NavLinks must link two points that are in adjacent navmesh octree nodes, for some reason. The navmesh generation system uses an octree from what I understand. You can see the node bounds in the navmesh by toggling Draw Poly Edges in Project Settings --> Engine --> Navigation Mesh. You can see more information about the octree nodes by toggling Draw Clusters there too.

Example

The following link is valid; you can see that both points are in nodes that are adjacent. This link is valid

The same link, with one point moved a few centimeters, is no longer valid because the node it is in is too far; the node it now is in is not adjacent to the other point's node. This link is not valid

Here the adjacent nodes of the point to the right of the image (named PointLinks[0].Left, sorry about that) are highlighted in orange. alt text

It is a very arbitrary limitation; you only have so much control over the placement of the octree nodes. And there seem to be other limitations I haven't figured out yet; I have seemingly small links that do not work, and there is no feedback as to why they fail to properly link/work.

1.png (825.2 kB)
2.png (835.0 kB)
3.png (818.6 kB)
more ▼

answered Nov 18 '15 at 07:18 PM

avatar image

FMasse_Panache
36 1 2 6

avatar image graehu Mar 15 '16 at 08:12 PM

I've found that even if you increase the Recast tile size the link fails at 2000~ units while showing successful NavLink Debug lines.

Have you had any luck looking into this further? I'm currently looking through the source code to see if things get added to the NavOctree correctly.

(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