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Nav Mesh Jump Link Automatic


I'm trying to create an automatic way to create nav link.

My current code sits at the very end of void FRecastTileGenerator::GatherGeometry, gets all the polys, then get all the vertices, and then do some simple checks to validate if they are a valid pair.

It kind of work.

If I just re-trigger the nav mesh generation, everything is perfect, links are created and in the proper place. But if I move an object, it seems that I use the old nav mesh to generate the links, so if I do a very small move, it looks like it works but everything has a "small" offset. And if I make a big move, no link are created since there was no vertices there before.

When I noticed that I tried creating the link inside FRecastTileGenerator::GenerateNavigationData but with no success.

Is there a better place / better way to do what I need to do where I would have the full data of the full and newly generated nav mesh ?


alt text

Product Version: UE 4.12
navlink.gif (1.2 MB)
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asked Aug 11 '16 at 06:43 PM in C++ Programming

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avatar image ryanbai Jun 15 '18 at 10:12 AM

I'm interested! would you mind share some details?

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