Static Mesh vs Dynamic NavMeshes

I am trying to understand why would want to use Static Mesh vs Dynamic NavMeshes or what are thier uses?

I have been successful place the same static floor mesh at runtime in front of my actor so he can run in one direction until the game engine goes wonking. However in my learning I came across Dynamic NavMeshes but I am unsure why and when I would use them.

Can someone give my a good example or point me in the general direction.

Personal background: I am an old fart that have been programming computer since punch card days. There is much I can do with computers. However 3D graphics and their terms I am not so comfortable with.

Thanks

PS
UE Thanks for all the tutorials I am already learn much.

Hi Nepos,

A navmesh isn’t the same as a static mesh. A navmesh volume will create a navigational plane that maps the pathway for AI characters. It is dynamic so if an object moves in the level, it will update the AI and the AI will then know to move around that object. Once you place a navmesh volume in the level, hit the P key to toggle the visibility on.

Here is some more info on navmeshes:

A static mesh is the standard geometry in a level. Any imported model is a static mesh.

BSP geometry is different from static meshes as well. Any additive and subtractive geometry created using the editor are BSP’s (Geometry Brush Actors). They are used temporarily to block out levels and should be switched out for static meshes in the final build because they are quite memory intensive.

I hope that helps. If you have anymore questions please feel free to ask.

Thanks, TJ

Thanks that is exactly what I was looking for. Just a little nudge in the direction of the knowledge.

Thanks again