AI Navmesh Runtime Generation Not Working
I am actually on a 3DSide-Scroller project where map is a voxel-typed. It generate a procedural mesh digable like in Minecraft. I'm working on AI part and I have a problem, NavMesh is set to Dynamic but don't rebuild when map is digged, I've searched somes explanations. This will probably come from the fact that the dynamic is not working on a procedural mesh.
More precisely I have an ennemy wich is patrolling. When it see the player, he chase him , so ennemy may jump out of any plateform and can also dig to chase the player underground.
I am looking for a hint that would tell me where to go.
Thanks in advance.
Just need to rebuild the mesh. There's a console command, I believe its RebuildNavigation, that was added a while ago. Not sure if they ever added a BP function.
The way I do it is to have an actor that has a component tagged with the Can Effect Navigation, when moved will force an update.
answered Feb 01 '19 at 10:46 PM
I have tested your tips. I have set the CanAffectNavigation without any success. When I add a Navigation Invoker to my ennemy, it load navigation around him, but terrain modifications aren't repercuted. Navmesh is loaded and unloaded when it's out of the Invoker radius.
I have set in Navigation System "Generate Navigation Only Around Navigation Invokers"
Do you have another advices about these ?
(Also, I was thinking about creating my own navigation system if I can't overtake this problem. But it could be more complicated ^^')
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