AI Navigation fails with navmesh set to Dynamic runtime generation
I'm having trouble moving an AI character to another actor when runtime generation is set to dynamic. It works if I set it to static, but gives an Aborted error otherwise. I can see the cell updating when I start the simulation, changing from green to red and back to green. I assume the update triggers an error, and then in the visual logger the RecastNavMesh throws a warning: FPImplRecastNavMesh::InitPathFinding start point not on navmesh.
Am I doing something wrong?
asked Jun 28 '15 at 10:45 PM in Using UE4
I had a similar issue to this one and I fixed it. I had a collider on my pawn that had "can effect navigation" set to true, and I had it blocking navigation. My thought process was that this would prevent pawns from running into each other. The problem was that the collider meant that the pawn blocked its own starting point in the navigation. The way to fix this was to get rid of anything on the pawn that would affect the nav mesh and to instead go to the movement component and turn on RVOavoidance and set the radius for the character pretty high. Hope this helps.
answered Jul 30 '15 at 04:59 PM
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