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"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

How to make the Nav Mesh Volume follow Player?

Im making an endless runner but with AI into it, i have got the endless platforms however the ai wouldn't work on them. So i went into project settings, nav mesh and set it to dynamic. However, my nav mesh volume would only cover a certain area, and would not extend when my character kept on running. any suggestions? thanks.

Product Version: UE 4.18
more ▼

asked Feb 26 '18 at 02:21 PM in Blueprint Scripting

avatar image

1 1 1

avatar image ThompsonN13 Feb 26 '18 at 04:32 PM

i saw a endless runner tutorial before where the player didnt actually move only the road pieces the character was on moved. if you applied the same principal then you would have the path constantly moving to the player and also it would be constantly moving through the nav mesh.

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

1 answer: sort voted first

You could cover your entire level with the navmesh volume and enable "Generate Navmesh Only Around Navigation Invokers" (or something along those lines) in the Project Settings. Then just add a navigation invoker component to your AI pawns and the navmesh will only be created around them.

more ▼

answered Feb 26 '18 at 02:23 PM

avatar image

589 22 23 41

avatar image DylxnBK Feb 27 '18 at 05:28 PM

Just tried what you said. And now only some AI are moving, some arent. Is there anything i need to check in the navigation invoker settings? I put them in the AI Components. Ill see if i can record to show you what im seeing.

(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