Problems using NavLinkProxy.
I have some obstacles that the ai character can climb up & jump off, so I generated my navmesh and connected them with navlinkproy, when I draw the path it looks great, however, it seems to be putting the proxy points in the path even if they are directly under the character's feet. When the character gets near one of these proxy points, it twitches in place, never getting to the exact spot. I am reluctant to simply ignore them if they are too close, since this would affect how the character treats every other nav point, I wouldn't want it to cut corners and fall off the map, for example... Any ideas?
asked Mar 29 '17 at 08:09 PM in Using UE4
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