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Dynamic navmesh

For some project, i need to create procedural levels and thus dynamic navigation meshes. wich get recreated when i spawn static meshes to places. Im asking if that can be done, and if can, how. I know that UE4 uses recast library, and i saw somewhere that that library can get recalculated on-the-fly.

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asked Mar 11 '14 at 02:31 AM in C++ Programming

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ue4-archive ♦♦ STAFF
49.9k 3662 1987 9113

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1 answer: sort voted first

Hi Victor,

You need to add following to your DefaultEngine.ini:

 [/Script/Engine.RecastNavMesh]
  bRebuildAtRuntime=true

And it should work automagically, provided you have NavMeshBoundsVolumes set up (just like for regular navmesh).

Cheers,

--mieszko

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answered Mar 11 '14 at 02:31 AM

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ue4-archive ♦♦ STAFF
49.9k 3662 1987 9113

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:31 AM

cool, this might be what i need, im going to try it Also, there is some information somewhere about its workings, its speed, and if you can make the navmeshbounds bigger?

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:31 AM

Ideally NavMeshBoundsVolumes would be fixed up front, but scaling and moving volumes at runtime might work. Regarding speed: it's awesome! ;) You might tweak it by changing RecastNavMesh's CellSize, CellHeight and TileSize.

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