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"

Door Trigger Collision Affecting Navigation Modifier

I'm working on a door blueprint and I'm using a trigger to open/close the door when a character is nearby. I thought about how I could update the navigation mesh to reflect the door being open/closed. I tried using a fully dynamic navmesh but I don't like the performance costs, and the update time. Now I'm hoping using modifiers will be what I want.

I added a NavModifier component in the door blueprint and set it's area class to "NavArea_Obstacle". The problem is it's counting my collision for the trigger ( set to Collision Preset "Trigger") as an obstacle too.

If the trigger is set to custom and ignore all, it still counts as an obstacle. If the trigger is set to "no collision", the navmesh ignores it but my overlaps don't trigger.

Changing any of the values of the Trigger>>Navigation like area class to none doesn't have any effect.

I'm not sure if this is intended behaviour or not, it doesn't seem like a good idea if it is. Maybe I'm approaching this the wrong way? Anyone have any suggestions?

Product Version: UE 4.13
Tags:
more ▼

asked Nov 12 '16 at 04:08 PM in Bug Reports

avatar image

Grant Margison
86 7 15 21

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hey Grant,

The easiest way to get this to work like you want would just be to make the door not affect the navmesh by disabling the Can Ever Affect Navigation option in the mesh's options. The door will still block the character, but it won't affect the navmesh so when it is opened, the path will exist and the ai character will be able to successfully move through the door.

Let me know if that doesn't work out for you or if you have any further questions.

Have a great day

more ▼

answered Nov 14 '16 at 02:48 PM

avatar image

Sean L ♦♦ STAFF
43.6k 485 152 442

avatar image Grant Margison Nov 14 '16 at 10:47 PM

Thanks Sean, you're right.

Because the door is using a trigger, you don't really want the AI to find a different path, just run up to the door and it'll open.

Would still be nice to have more control over what components are affected by the navmodifier component.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
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