Moving NavMesh Volume
Hi, I'm trying to build a kind of infinite top-view platform using a bunch of pieces of ground that are dynamically intercalated to make the neverending illusion. Each piece has a nav mesh bounds volume (for simple "move to" behavior for my enemies) The problem: if i move my piece of ground and also move my NavMeshBoundsvolume in code (using SetActorLocation) the navigation is not rebuilt automatically. My moved piece of grounds get without navigation, even with the nav mesh volume also at the new position. If I do the same in editor it rebuilds (even if I move a little bit on editor while playing the game, it does).
The option "Runtime generation" is checked. Also, I have tried to call "RebuildNavigation" command by C++ but nothing happened. GetWorld()->GetNavigationSystem()->MainNavData->RebuildAll() didn't work too (I don't know if it would be the case...)
Is there a way to regenerate or "translate" a navigation mesh outside the editor using C++?
asked Nov 10 '15 at 01:21 PM in C++ Programming
It looks like a few people have struggled with this. The last answer / set of comments on this page might help: https://answers.unrealengine.com/questions/178683/47-navmesh-doesnt-build-at-runtime-it-is-checked.html
answered Nov 10 '15 at 01:40 PM
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