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How to apply a nav mesh to a tile map?

Hi everyone, I'm creating a top down tile based game. I created a tile map shown below, its on the X/Z axis. I surrounded it with a nav mesh volume.

alt text

I created a simple pawn class and am using AI Move To in order to move the pawn, but nothing happens. Simple Move To Location also doesn't do anything. I would think that Unreal would use the collision on the map to move around the map, but not movement occurs at all.

alt text

For some reason AI Move To outputs success even though the pawn does not move at all.

I know that nav meshes are used for movement AI on a map, but I'm not too sure how it works with tile maps in Unreal. Does anyone have advice on how AI movement works with tile maps?

Product Version: UE 4.10
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asked Mar 29 '16 at 12:37 AM in Using UE4

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Bradsta
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avatar image Pief Paf Poef Feb 18 '19 at 08:50 AM

I've run into the same problem, as well as the nav mesh not updating when you change the tilemap.

avatar image ThompsonN13 Feb 18 '19 at 02:38 PM

normal nav mesh usually is built on the x/y axis. im not sure about working with tilemaps and such, but i would try changing the perspective by having your "ground" on the x/y axis. also in the editor try pressing the P key to show nav data (its a green plain) if nothing shows then theres probably no nav data being created.

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I got it to work! I think the main issue was that I had my pawns set to 'flying' as standard movement, but if you rotate your tilemap with your Z axis facing up, you should set the movement to 'Walking'. Also make sure your map is large, my pixel style game was pretty dang tiny, nav mesh works better with a lot of space. My move to node in the BT also seems to flip out when the Agent Radius in the RecastNavMesh is lower than 31. What also seemed to help was simply reloading the project, that fixed the nav mesh not updating for me. Hope this helps some people out!

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answered Feb 18 '19 at 03:01 PM

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Pief Paf Poef
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