x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

AnswerHub Maintenance

Background maintenance is scheduled to occur between 9 - 11am EDT on Tuesday, May 21. Site operation may be slower than normal during this time and a brief interruption in operation may be observed

Navigation breaks in VR (Vive) with agent radius <31

Hi,

Using the Vive and the standard Virtual Reality Template, I'm trying to set up the NavMesh to allow for navigation in narrow spaces, by decreasing the Agent Radius of the RecastNavMesh-Default or the general Engine settings.

As soon as I set the Agent Radius smaller than 31, navigation (using Teleport methods) stops working, or works incorrectly: The Blueprint cannot fine a valid Teleport location any longer (or only in very few places).

  • The visible NavMesh (show navigation) looks line: indeed it is closer to the walls as expected

  • The navigation methods without Teleport (with the Mordentral plugin, e.g. DPadPress) work fine

  • Navigation remains possible in some areas but not in others (only in the center, very far away from any wall)

  • In other levels navigation becomes impossible entirely.

Does anybody have an idea how to handle this? For the moment I'm stuck with incomplete navigation.

Thanks for any help you might be able to offer! Warner

Product Version: UE 4.18
Tags:
more ▼

asked Nov 03 '17 at 12:08 PM in VR

avatar image

Warner V
46 2 4 11

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

This may be your issue. The navmesh is built to support a "standard size" agent. From memory, that radius is something like 32. To support a smaller agent radius, you add a new supported agent in the game settings under "Navigation System". Set the nav agent radius of the new type to suit. Note that if I remember correctly multiple nav meshes can be created to support different agent radii so it can be a memory issue. But if you're just wanting a smaller radius, that may well be it. When I had a similar problem, I found out that this was the issue by tracing through the nav mesh query (C++ side), where it has a check to find a suitably sized nav mesh for the querying agent.

more ▼

answered Nov 03 '17 at 12:21 PM

avatar image

TurtleSimos
368 3 7 20

avatar image Warner V Nov 21 '17 at 08:08 AM

That worked perfectly. The RecastNavMesh is now refering (and named after) the added agent and navigation builds (and works with) the new specs.

Thanks!

avatar image TurtleSimos Nov 21 '17 at 08:25 AM

You're welcome. It'd be useful if you accepted the answer and voted it so other people who find it with a search will know at a glance that was it.

avatar image Warner V Nov 21 '17 at 08:44 AM

Of course.. Somehow with Firefox that doesn't work for me (but now I did it with Chrome).

avatar image TurtleSimos Nov 21 '17 at 08:50 AM

Thank you.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question