Pathing Navigation System & Level Streaming

So in UE3, there was a problem with building pathnodes in any level other than the persistent level. Even if the target and destination were in the same streamed map, map check would always throw some bizarre error about not finding the destination, and path building would fail at runtime.

Has this been changed at all in UE4? And if not, can the AI / pathfinding team make it so that pathnodes can work inside streamed levels as well? It would really save a lot of time from having to switch from a streamed level back to persistent just to implement jumppads inside a streamed level, or a more robust pathing system for AI based on the level that gets streamed in at the moment.

Now at this time, I’m not seeing any jump pad actors in the classes folder of the content browser, so I can’t really test this. But it’d be nice to know if the pathing system has (or will have) a bit more flexibility in this area…

are pathnodes even in yet?

by now you probably know navmesh recast runs dynamically at runtime (it’s awesome if you see it in action - enable it like someone explained in that other thread, add a navmesh volume, build it, press P, move your meshes around and see it regenerate on the fly - in theory the same thing happens in-game). so at least navmeshes should work with streamed levels.

then again you’re speaking of jumppads, which I have no idea how to tie in with navmesh pathing. you at least have that reason to keep using pathnodes

Hi Marcus,

There’s no path-node based navigation in UE4 (yet! UE4’s Navigation System can support it if someone’s willing to implement it).

Regarding “jump pads” it’s not something core navigation system will support out of the box. Jump pads are very game specific elements. Having said that we’re working on a navigation system feature that will make implementing this kind of elements very easy. Unfortunately I can’t really give you an ETA.

Cheers,

–mieszko

I have to admit I’m sort of surprised by this answer, especially because I saw a jumppad pathnode texture in the content browser. I assumed based on this that jumppads were actually a planned part of the engine.

And if that was the case, then it makes sense to request making sure that pathnodes (IF they’re implemented) can be built across streamed levels and not just persistent. But I guess we’ll have to wait and see what unfolds.

Thanks for the reply.