More level Streaming with Static NavMesh
Simliar to this: https://udn.unrealengine.com/questions/381719/staticnavmesh-and-level-streaming.html and others.
But, different, larger issues with the approach.
Our understanding is that in order for the master persistent level's nav mesh to dole out chucks to the sublevels, all the sublevels (with nav boxes) need to be loaded concurrently. This means that they all have to fit in memory, and presently, even with half a dozen levels, its becoming unmanageable. Similarly, requiring all the sublevels to occupy unique bounding boxes, with no overlaps, is also problematic as the # of levels grows.
Given that these concerns are voiced broadly, has this been identified as a priority to resolve? If not, we are willing to invest our dev time to address these issues. We believe the existing nav meshes authored with the sublevels outside of the global persistent context have value, and should be used at runtime. Is this possible? What roadblocks could be forseen with this approach?
asked Sep 12 '18 at 02:51 PM in Using UE4
We actually plan to have a stab at this early next year, so if you can hold off you might just get improvements without spending dev time on it.
If you prefer to work on this instead the way I will approach it is by adding additional options to NavMeshBounds volume that will allow it to figure out where does it reside in relation to other levels and most importantly in relation to persistent's RecastNavMesh's origin. The change will also require to store navmesh generation properties (mainly tile sizes) to be able to discard "local" navmeshes that would not fit the whole navmesh tile structure once streamed in. Once this is in it should be relatively straightforward to be able to load in navigation data and append read navigation tiles to the persistent navmesh.
answered Sep 12 '18 at 02:51 PM
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