Navigation breaks in VR (Vive) with agent radius <31
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).
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
asked Nov 03 '17 at 12:08 PM in VR
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.
answered Nov 03 '17 at 12:21 PM
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