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Can navigation be used with sprite floors?

I've recently finished figuring out how to implement a very simple tap to move interface for my Paper2D side scroller type project (IE, tap a spot and the player character walks over to it and idles), but I've found that the navigation system doesn't seem to allow me to use a "simpleMoveTo" unless I have an actual static mesh as the floor. I've experimented with using sprites as my floors, but have yet to find a simple way to make it work.

I have considered using the sprite assets and attaching an invisible/non-rendered static mesh component for use with the navigation system, but if anyone might have an idea how to have the navigation system just allow me to walk over the floor sprites I'd be grateful for the input.

I've attached my very basic tap to move BP below. Please note that the variable is unnecessary for basic operation, I just haven't removed it as yet.

alt text

Product Version: UE 4.11
simplettm.png (293.7 kB)
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asked Apr 07 '16 at 11:41 PM in Blueprint Scripting

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I'm not sure. But if you press "P" in the editor you can visualize the NavMesh (after you've built). So try both ways and see if it works. It might just be that you have to have a static mesh just behind the sprite and the sprite on top.

Also sprites have got a thickness setting. It might just be that the NavMesh system needs a certain minimum floor width to work, so try play with that.


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answered Apr 08 '16 at 12:23 AM

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avatar image Raistlin- Apr 08 '16 at 01:45 AM

Ya know, I hadn't considered the thickness setting on the sprites. I'm away from my project at the moment, but I'll certainly take your advice into account when I get back to it. Thanks again, keyle!

avatar image Raistlin- Apr 09 '16 at 12:49 AM

Once again, spot on keyle! I only had a few minutes to play with it today, but I dropped a sprite in, set the thickness to 500, and presto! Obviously, that's thicker than necessary, but it answered the question pretty definitively. I can't thank you enough for helping me out, keyle! alt text

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avatar image keyle Apr 09 '16 at 01:03 AM

I'm not surprised. Navmesh would require some minimum thickness to work with and ignore artefacts. Glad I could help!

avatar image Raistlin- Apr 09 '16 at 07:46 PM

For anyone encountering this issue, it seems that the minimum required collision thickness on a sprite that you intend to use for navigation purposes (IE floor) is 190. I've played around a fair bit with it today and navmesh simply won't generate on any sprite thinner.

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