x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Is the Dynamic NavMesh Broken in 4.1/4.1.1?

http://youtu.be/5Zvdwagin_Y (UE4Beta/4.0.2) As you can see in this video, The AI was running around a randomly generated maze spawned during run-time using the Dynamic NavMesh; It was also working in 4.0.2.

http://youtu.be/vn7bGRitVfA (UE4.1/4.1.1) Now in 4.1 also in 4.1.1 It doesn't work like it should as seen in this video. In the first part of the example you have an epic made floor tile 400x400 with a player start on it, located inside the dynamic navmesh the player spawns and is able to walk on it just fine. this floor tile was placed in editor.

When it switches over to the dynamic level gen, it's just allowing to spawn from dynamic player start. (same project) You can see the player is trying to move around the level hence the top left of the view port changing from click for mouse cursor to Shift + F1 for mouse cursor. The level does sit within the bounds of the NavMesh.

I have the Rebuild Dynamic NavMesh during run-time enabled in my config.

Differences The only difference is that the floor tile of the first part of the video, this floor tile was placed in editor and the floor tiles in the maze gen are inside aactor blueprints containing a static mesh (same mesh as first part) and placed during run-time.

How come it doesn't work anymore ? Is it a Bug ? Is it Intentional ? How come it works if you place stuff in editor but not spawned at run-time even with rebuilding the navmesh during run-time?

Product Version: Not Selected
Tags:
more ▼

asked May 15 '14 at 03:32 PM in Bug Reports

avatar image

SaxonRah
328 11 11 28

avatar image Rama May 18 '14 at 08:29 PM

Please Epic

Rama

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Hey Saxon,

There have been some known issues with Nav Meshes rebuilding at runtime that have been fixed internally. I can't say for certain that the fixes will be in 4.2, but it seems likely. Thanks for the report, and please let us know if you still have the problem after the 4.2 update.

Best,

Ben Halliday

more ▼

answered May 22 '14 at 09:14 PM

avatar image SaxonRah May 23 '14 at 12:34 AM

Thank you for the help Ben!

Cheers!

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question