How do you disable/enable NavMesh using NavModifierVolume with triggers
I've got a case where I want to be able to disable/enable the NavMesh in certain areas with a triggerbox, but I'm having a bit of trouble getting it working. The initial state will have the NavMesh in this area start off disabled and then change to become active upon being triggered.
I've tried setting up a NavModifierVolume, setting it's starting AreaClass to NavArea_Null. Then setting up a level blueprint triggering a Set Area Class where it's set to have None/NavAreaDefault with the NavModifierVolume being referenced as the target. However this doesn't seem to work, and I've been unable to find anyone else having issues with this here.
It is possible to get rid of the blocking NavModifierVolume by using Destroy Actor on it instead, but I kinda want to be able to enable it as well.
asked Apr 23 '15 at 11:22 AM in Blueprint Scripting
Okay so I actually managed to get that to work for our part. I created a new type of NavArea which was traversable by default and made a NavigationQueryFilter in which we exclude the new NavArea.
Then it is simply a matter of switching between those two filters.
answered Apr 27 '15 at 06:49 AM
I was about to suggest runtime setting navigation area class of the volume, but I just confirmed what you report that it doesn't work. It's a bug and I'm going to fix it ASAP. Unfortunately other then that I don't have a way to toggle big chunks of navmesh :/
But do you really need that? Why? Can you explain why you need that? It's usually enough to just remove connections on navmesh, so that the "disabled" part is simply unreachable. Can you explain why this wouldn't work for you?
answered Apr 23 '15 at 12:54 PM
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