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Use navlinks and navmeshes to create smooth parkour?

Is it possible to use NavLinks to make dynamic parkour. Say I have a spline which I use for ledge grabbing and a player is shimmying along the ledge with the spline and a portion of it has another ledge above could I make like a volume navmesh or something on the portion and create a navlink to the ledge above which has a navmesh or like some sort of volume? Do I need any special programming?

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asked Jul 12 '14 at 09:03 PM in C++ Programming

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If I understand you correctly we're not supporting any of this out of the box. If you could be more specific we could suggest some course of action, pictures will help :D


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answered Jul 14 '14 at 10:02 AM

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MieszkoZ STAFF
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avatar image Game_God Jul 14 '14 at 09:12 PM

In assassins creed behind the scenes for 3 and 4, they show some navigation meshes as new feature and thats what creates the well known freerunning ability in the game. I would like to recreate that but in Unreal. Tracing wouldn't be as accurate since I tried and not as dynamic. I wanted to know if navlinks are only for ai bots or can I program it to be usable for the player?

avatar image MieszkoZ STAFF Jul 15 '14 at 11:22 AM

It is possible to have player pawn following a navigation path (`SimpleMoveTo` takes advantage of that), and a navigation path can contain navigation links, which implies player being able to follow nav links :)

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