Dynamic NavMesh with World Composition
So I am noticing with a dynamic navmesh and world composition. My navmesh is generated in editor but when I hit play it's just gone and never generated again. My AI just stand around without a path.I hit P and am showing navigation in editor. I see the green navmesh, hit simulate, navmesh is gone. In a non-world composition map or non-dynamic navmesh it seems to work but specifically mixing dynamic navmeshes and world composition seem to give me problems directly.
What I've tried
So is it possible to use dynamic navmeshes with world composition? If so any ideas on where I horribly went wrong? I feel like there is a checkbox I am missing to generate this dynamic navmesh within world composition.
Thanks for your time.
asked Feb 12 '18 at 06:33 AM in C++ Programming
I did a bit of testing and was able to get the dynamic nav mesh working with world composition by doing the following:
To test this, I placed several of the default Cube static mesh in the scene, scaled them up large enough to accommodate a nav mesh when generating in-editor, set Simulate Physics to true, and set mass to 100 so I could easily move them. Then I went in-game (in both Play in Editor and Standalone), turned on nav mesh drawing with the command "show Navigation", and started pushing the meshes around to confirm the nav mesh was updating.
A few more quick troubleshooting tips from what I've noticed:
I have noticed navigation meshes seem to be designed more for ground-based NPCs since they generate in a planar fashion, so if you have free flight in space this system might not work for you. I could be wrong on this though, it's just an observation from my brief foray into setting up a nav mesh recently.
Hopefully this info can help you figure out what's wrong with your setup!
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