Where does the navmesh sweep the ref mesh to see if it's an allowable slope?
Having just completed my custom character movement component I need to create a way to import my own navmesh. I know ue4 has a cool auto navmesh creation but my navmesh needs to be able to work on walls and ceilng as well as floors. If there is already support for this then I'll do that way. Everything I come across indicates otherwise.
So where would be the best place to start in code? Meaning what implementation files should I start familiarizing myself with? For my navmesh it would be cool if I could change the z is up limitation. The ue4 navmesh appears to only generate a navmesh up to 90 degrees (really it starts to falter around 85). If I could change some elements in it to allow it to generate the mesh (using the current awesome mechanics of it) in navigation volumes rotated 90 or 180 degrees that would be great. If I have to create support to import my own navmesh that would be second I suppose.
Recast/Detour solution requires "flat" surface to work on, as it's 2D based in its core. There's no way of generating navmesh on walls or ceilings with it.
Even if you work code around that limits by rotating floor normals, you would still end up with 4 different navmeshes without any connections between them. I strongly discourage that approach - idea behind navigation data is that all agents pick single nav data as their own and use it (and only it) for generating path. There would be also an issue with accessing collision data stored in navoctree, because it's prepared (coord system) for recast generation.
Best way seems to be either custom navmesh (if you already have one) or simple waypoint graph, both implemented from scratch using ANavigationData as parent class. From navigation point of view it's only matter of implementing FindPath and possibly a generator for refreshing navmesh / waypoint links. Unfortunately, we don't have any examples for it.
answered Sep 10 '14 at 07:23 AM
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