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...
asked Jul 06 '16 at 06:19 AM in Using UE4
There is small tutorial from Epic AI developer on using Active Tiles, I think it might be helpful https://twitter.com/mieszkoz/status/701557555689082885
answered Jul 06 '16 at 08:39 AM
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