Does the Navigation section in Static Mesh Editor work?
I'm trying to "bake" some simple navigation volumes into my static meshes and this tab (in the Static Mesh Editor)
seemed very interesting. I cannot, however, figure out how to get recast to do anything with my specified Box and/or Cylinder collision. Is there any documentation I'm missing that can help?
asked Jun 14 '14 at 12:04 AM in Using UE4
The Box Collision settings will only take effect if Is Dynamic Obstacle is enabled. Turn that on and you should see the effects of your Offset and Extent once you either recast the NavMesh or move the mesh (if you have it set to recast when moving the mesh).
There isn't any documentation on this that I could find either. I will enter a report for our Documentation team to see if they can put something together for it.
Hope that helps! Let us know if you run into more questions with it.
answered Jun 14 '14 at 09:41 PM
DyanmicObject should be set, then you can see the box or cylinder that is created in the array entries for them.
It won't show anything with 0 extents either, I recommend using the Approx Size and adjusting the Extents from there. It will show up as a green wireframe box or cylinder.
The Area Class settings:
None - won't affect navmesh Default - as far as I've seen, mobile actors will not affect navmesh, but static one's BEFORE runtime do affect. LowHeight - not sure, I get small triangle thin cutouts around but otherwise not affecting navmesh Null - removes the navmesh it intersects with. Mobile or static Obstacle - creates a red region where it intersects with navmesh
Is Dynamic Obstacle - needs to be ON to see any navmesh volumes, and therefore function.
Gather Convex Geometry - I see no performance issues with this on yet, although my project is light on textures.
Has Nav Data - turn this on if you need this mesh to affect navmesh data.
I wish there was a rotate feature for the box :(
answered Nov 23 '16 at 06:43 AM
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