Navmesh generating too far from objects... how can I get my nav mesh to provide pathing through tighter spaces?
I am working on a turn based tactics game. I had my own pathfinding implementation using a*, but I am thinking I will switch to unreals built-in pathfinding.
A unit on my grid is 100x100 unreal units in size. However, if I have a single square that is open, surrounded by walls (i.e. a door), the navmesh doesn't find the doorway as a valid point and it is not used in pathfinding calculations.
Does anyone know of anyway to tighten the nav volume to fit through these spaces or any way (other than using nav link proxies) to get the mesh to work?
here are two examples:
Take a look at the RecastNavMesh's Details. The Agent Radius adjusts how close the nav mesh sits to a mesh that alters the nav mesh. Lower this number and you should see that space become walkable. Note that if the collision for the actor attempting to navigate through that space is too big, it still won't make it.
Hope that helps!
answered Jan 08 '16 at 07:01 PM
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