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PredictProjectilePath And Level Stream

If level (which has NavMeshBoundsVolume) set load by Blueprint, Use PredictProjectilePath function in Blueprint always Return false.

Product Version: UE 4.14
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asked Feb 13 '17 at 10:38 AM in Bug Reports

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avatar image Sean L ♦♦ STAFF Feb 13 '17 at 06:07 PM

Hey fhb,

Could you provide a bit more information regarding your setup? Could you provide some screenshots of the blueprint that you're using?

Are you attempting to shoot the projectile into a level that was streamed in through blueprint?

Also, if you happen to have a test project that showcases the issue, feel free to provide that as well if it's easier for you.


avatar image fhb Feb 14 '17 at 03:42 AM

This is My Test Project [Project][1] It is base on Vr Template Example. [1]: https://drive.google.com/file/d/0B7l-Bu_kPX0fbmtpc0xPN2JJUFU/view?usp=sharing

avatar image fhb Feb 15 '17 at 06:09 AM

Right control in BP_MotionController TraceTeleportDestination function return false

avatar image Rudy Q ♦♦ STAFF Feb 16 '17 at 08:42 PM

Hello fhb,

I tested the project provided and it appears to be working correctly. The print strings that you have setup return true on our end. Could you check the version of the project that was provided to ensure that it reproduces the issue?

avatar image fhb Feb 17 '17 at 05:48 AM

Sorry, foget provide step to reproduces the issue 1. change Map_Collision level Streaming Method to Blueprint level

  1. In Load Actor Call Load Map_collision alt text

and The function return false

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avatar image Rudy Q ♦♦ STAFF Feb 20 '17 at 03:08 PM

In the screen shot provided it looks like you are trying to project off the side of the map. The way that the function you are using works, it needs a surface to land on or it will return false. If you point towards the center of the map does this issue still occur?

avatar image fhb Feb 21 '17 at 03:32 AM

yes,I change debug type to "for one frame"

alt text alt text

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1 answer: sort voted first

Hello fhb,

After further testing with the project provided I was able to reproduce the issue that you are seeing on your end. However, this appears to be working as intended. The navigation needs to be placed on the persistent level. If you would like to use your current setup, you could set the run time generation for the navmesh volume to "dynamic". I hope that this information helps.

Make it a great day

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answered Mar 09 '17 at 06:52 PM

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Rudy Q ♦♦ STAFF
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avatar image fhb Mar 13 '17 at 03:07 AM

I see,Thank you for your help!

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