Getting Nav Mesh to cast on all surfaces
so i have enemies that can walk on any surface thanks to Xaklse
(see his thread here: https://forums.unrealengine.com/show...for-characters)
i want the nav mesh to cast on other surfaces like the ceiling (i can guess that it can't be done in blueprint if so please tell me)
so i wanted to know how i could do that i was able to make them follow paths on the ceiling raising the max step height but i wanted a way to clearly cast it on the ceiling and other surfaces with different 'z's)
if it can only cast a navmesh having one z as down it would be okay i would cast two nav meshes and tell my ai to use which one based on his gravity direction (is that even possible?)
i don't know if anything i am saying means anything since i am really noob at programming with ue4 so any help and clarification would be greatly appreciated
asked Apr 03 '15 at 10:38 AM in C++ Programming
Due to the way Recast (the navmesh generation third party soft we use) works it's not possible to generate navmesh on walls and/or ceiling. With some effort one could generate couple navmeshes for each axis separably, but we don't support it yet (and no near-to-mid term plans for it).
Some things could be faked however. Navmesh on ceiling should be almost identical (except for the Z part) as navmesh close to ceiling (provided mindful level design), and wall traversing could be implemented with navigation links, to a degree.
answered Apr 03 '15 at 12:26 PM
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