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"

Nav-Mesh in low areas

I'm having a bit of trouble figuring out how to do my navigation inside low areas (specifically ventilations). I have small creatures sliming their way through the ventilations with a little neat climbing system that works great and so on. The navigation works fine if I place and scale the nav-meshes neatly onto the surfaces which should be navigatable. However If I encompass the entire mesh (ventilation duct in this case) with the nav-mesh it seems to default towards targeting the highest collidable area. This seems true unless there's a significant height differences between the areas (about 280 cm) changing the navigation mesh settings agent height and adding small agents seem to have no impact.

In the first image you can see the nav mesh scaled down just to cover the bottom (which should be navigatable), the white rectangles are simply the engine cube scaled. alt text In the second image you can see the nav mesh encompass all meshes, the height difference between the left-most rectangles are 280 cm (center distance with a height of 10cm) alt text

Normally I would just place a lot of neatly placed navigation volumes and no problems, however this specific project are for procedurally generated levels, hence I have to use a huge navigation volume encompassing the whole potential map.

Thanks in advance!

Product Version: UE 4.21
navmesh.png (736.2 kB)
navmesh1.png (672.5 kB)
more ▼

asked Mar 09 '19 at 12:31 AM in Using UE4

avatar image

Sebastian S
1 1 1

(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