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Generating navmesh at runtime on actors spawned at runtime

So basically, I'm essentially making a top down procedurally generated dungeon exploring game.

I have tiles that will be spawned when the player overlaps collision boxes.

What I want to do is generate the navmesh around the player (and AI), or somehow add a navmesh volume into the actor BPs of the spawned tiles.

Basically I want to avoid having to create an infinitely humongous navmesh bounds volume that will be constantly updated at runtime to adapt to the spawned tiles.

Hope that wasn't too hard to follow, hope it made sense...

Thanks y'all!

Product Version: UE 4.12
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asked Jul 06 '16 at 06:19 AM in Using UE4

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Anomalous Dude
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There is small tutorial from Epic AI developer on using Active Tiles, I think it might be helpful https://twitter.com/mieszkoz/status/701557555689082885

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answered Jul 06 '16 at 08:39 AM

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avatar image Nerdballer Games Dec 08 '18 at 01:05 AM

This is exactly what I need. Thanks!

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