Navlink Proxy w/ teleporters problems (Alternatives?)
So I've been stuck on this issue for the past few days, any help is greatly appreciated.
I have a situation where I have enclosed rooms (goal A) (base A) (arena) (base B) (goal B) and each room is connected by a teleporter. I want to be able to tell the AI to go to
What I tried
The best way to do this seems to be navlink proxies. For some reason, these seem to behave very... unreliably. I think it may have something to do with some of the portals (and associated room nav meshes) being very far away from each other. So when it tries to calculate the path, it's outside of the bounds for where it's looking.
What I'm trying now
I've taken a step back and decided the simplest solution would be something like a new
All I need is for when the AI is instructed to
The simplest example I can think of would be running off the "BeginPlay" event for the
Is anyone aware of a way to do this with blueprints? Or I'd need C++? Or it's impossible? Or use nav link proxies?
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