PredictProjectilePath And Level Stream

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

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.

Thanks

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

Right control in BP_MotionController TraceTeleportDestination function return false

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?

Sorry, foget provide step to reproduces the issue

  1. change Map_Collision level Streaming Method to Blueprint

126672-qq截图20170217134005.png

  1. In Load Actor Call Load Map_collision

and The function return false

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?

yes,I change debug type to “for one frame”

127119-qq截图20170221113015.png

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

I see,Thank you for your help!