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Rebuilding navmesh on runtime in multiplayer


I'd like to rebuild navmash as AI moves around it in multiplayer environment (classic client-server). I wasn't able to find much info on this, but I managed to figure out some steps so this is what I have so far:

1) Check AI collider to be a dynamic obstacle, set it's area class to _null and set it to affect navigation

2) Allow generating navmesh on runtime

Unfortunately when I start my game the navmesh doesn't seem to update, the holes in it stay the same no matter where the AI moves. Does anyone know why could this be? Or how to resolve it? When tested in single player environment this works fine for me.

Thanks in advance

Product Version: UE 4.20
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asked Feb 08 '19 at 03:46 PM in C++ Programming

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Try the NavigationInvoker component on your player character. And enable this on your nav mesh bounds in the level alt text And make sure these are your settings alt text I use this for my open world project navigation.

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answered Feb 09 '19 at 02:33 AM

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avatar image ex3me Feb 09 '19 at 03:08 PM

I should clarify, when testing my setup in single player environment everything works perfectly. It is only when I try to get it working online that things break. I don't have issues with large levels either, but I wonder, in my game the player moves by clicking on the ground and then moving to that point, won't using Navigation invokers (even when attached to player) limit where the player can click?

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When you say holes stay in it - you may have objects that are affecting the navigation and blocking it. If so, you need to identify the objects and change that setting.

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answered Feb 09 '19 at 04:58 AM

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avatar image ex3me Feb 09 '19 at 03:06 PM

Hey, this is a desired effect, the AI should leave holes in the navmesh, but they should move with them as AI moves. It doesn't do so right now

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