NavMesh Ignoring Instanced Static Mesh Actors Generated Through a Blueprint
I put together a blueprint that generates walls for a maze-like level using Instanced Static Mesh Actors intending for my AI character to walk through the maze by using the NavMesh to find its way through. However, upon implementing the walls, the NavMesh fails to recognize them and my AI just walks stright into a wall if it encounters one. How can I get the NavMesh to "see" the Instanced walls?
asked Nov 18 '15 at 04:17 AM in Blueprint Scripting
In case someone still has this problem...
I was trying to do the exact same thing: Use a blueprint to create a randomly generated maze, but the NavMesh didn't update so the AI characters were running into the walls.
I fixed it by adding a slight delay (0.2 secs) in the Maze's BP Event BeginPlay node. Not sure why this works, but it does.
answered Apr 29 '16 at 06:43 PM
If the walls are generated at runtime then you should set the collision to block all dynamic. The navmesh should automatically update when spawned in. If not, then you could try to lerp the mesh over a few frames after you spawn it in and hope that it will pick it up. Also make sure you have Can Ever Affect Navigation checked (it's in the pulldown in the collision section of the actor) Should be checked by default.
answered Nov 18 '15 at 05:43 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here