[UT4] Generating Navmesh on Moving Object
So I have this little problem regarding a map I'm building for UT4 in the Unreal Tournament Editor (UE Version 7.0). I'm trying to do something that I'm not quite sure can be done successfully in my version of the engine, and I'm wondering if any of you guys might know a solution to this.
My map is based around a little platform (basically just a platform at this point->Shown below in white) which moves continuously between two points (the ends of the track->Area with bluish-grey floor). This platform basically serves as a bridge between the two sides of the map, and should additionally serve as its own play area.
I have set up a matinee which controls the platform movement from one side of the map to the other and this matinee sequence is working properly. However, when I was testing my map I noticed that when I check "Rebuild at Runtime" and "Force Rebuild on Load" in the project's navigation mesh settings, the platform still moves too fast for the navmesh to finish generating properly.
Anybody know a way around this?
Navmesh generating properly prior to starting the game. (Platform hasn't moved yet) Platform continues moving and engine tries to generate Navmesh, but complete mesh is not generated due to object movement. Same thing here... And Here... Continues all throughout movement.
So my basic question is... does anyone know a way around this, or how to have a navmesh "stick" to the top surface of a moving actor/static mesh? Without having to regenerate the entire map's navmesh constantly?
Thanks in advance for any help.
asked May 27 '15 at 01:24 AM in Blueprint Scripting
TLDR; UE4 currently doesn't support navmesh on moving platforms yet. But you can fake it!
Even if you tweaked navmesh generation to generate fast enough (which is actually pretty easy, it's just the debug drawing that adds a lot of perceptual delay) AI wouldn't be able to follow paths generated with that navmesh, since their paths would constantly get invalidated.
However, you can get a result you need by disabling navmesh on the platform (make it "navigation irrelevant") and introducing invisible, fake collision (like BlockingVolumes for example) that would get toggled with platform's movement.
Having said all that, I believe there's more to AI navigation in UE4 than just a plain RecastNavMesh and I have no idea how the extra stuff will behave with the setup I described. Give it a try and if it doesn't work try asking questions on UT forums.
answered May 27 '15 at 09:33 AM
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