x

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"

Navigation Invokers and Pathfinding broken by Physics Volumes

Hey everyone.

The game I am working on involves AI and a large world composed of randomly generated world tiles. Due to this, I need to create a dynamic Nav Mesh with navigation invokers. My problem is water plays a big part in this game, and I have rising and falling tides which need to work with the AI pathfinding.
My current solution has been to have a Box Collision encompassing the space of the water, rising and falling as needed. However I have found when these volumes are in the scene set to anything other than NoCollision they seem to utterly break the Navigation Invokers ability to create a Nav Mesh surrounding itself. It seems to even not be really related to whether or not it is even in the same area as the Box Volumes.

I have made an image that will hopefully illustrate the problem...

alt text

I found this thread, which seemed to experience similar problems involving physics volumes and nav invokers. Similar to them also, my AI characters remain static, but as I get closer to them the Navigation Invokers suddenly begin to work correctly.

I am also open to other ways in which to do water if anyone knows an alternative. As these pawns simply float on the surface and cannot dive it is effectively just a walking plane moving up and down. If anyone has any idea how to get that to work with a Nav Mesh, I would be grateful.

It should also be worth noting that the water is a giant plane interesecting these landscape meshes. I am unsure if the intersection between the two of them is the problem?

Product Version: UE 4.21
Tags:
more ▼

asked Mar 01 '19 at 12:29 PM in Blueprint Scripting

avatar image

troydSPAMBOT3000
31 1 5 10

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

0 answers: sort voted first
Be the first one to answer this question
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