The problem is the following
A big and really complex geometry map
One big nav mesh bound results in like a thousand small pieces of nav meshes
Thus using nav modifier volumes isn't really a solution it would take too much effort
I have a teleport mechanics that occasionally snaps outside the map (I can't really fix this, maybe it would require rewriting the whole feature)
My idea is to use multiple smaller nav mesh bounds
BUT, you can't rotate it. It's always x-y fixed cube, rotating only results in having a bigger cube because it takes the diagonal scale of the original nav mesh bounds.
Any ideas how to proceed?
Nov 22 '17 at 10:58 AM
in Using UE4