Hello friends
I have an issue with my AI, that he sometimes gets stuck like in the image. I’m kind of curious why he doesn’t step over the collision? I have tried adjusting the stepping height, but it doesn’t help.
2 things I did try that did kind of helped:
Probably missing something.
Anyone has a clue?
Much appreaciated
1 Like
This question is quite loaded and there are a few solutions here.
Let’s take your statement into different tasks:
When we look at “AI gets stuck”, we can imagine maybe we can adjust the avoidance value or if we are at an incline, we can look to the nav mesh settings found in the project settings. These solutions are great if you intend to just walk around the obstacle.
We could also consider jumping but that may be a bit too much of a reaction so we will not go over nav mesh link proxies as jumping is a large movement and your obstacle looks small (the part you are referencing).
Which leads to a specific word: “Step”. Stepping over a small mesh would likely be something we can attribute to Inverse Kinematics (IK). Since we are no longer going to avoid or jump over the obstacle, we must now delve into the IK portion of characters of UE5.
I have decided to test this with Manny and I found a result that seems like something you’d be after.
You can learn more about FullBodyIK here:
Full-Body IK Documentation
Motion Warping And Full-Body IK | Inside Unreal
4 Likes
I have played around a lot with the navigation settings, but it’s really difficult to find good values in our world, since it’s procedural and can be modified by the player.
I haven’t considered IK (probably because I’m pretty clueless in that field ). Will check it out, for sure.
Will the capsule still not block, though? Or will it be overridden by the IK?
Best regards
1 Like
If it is something that also happens to me in the doors, the navigation has a problem with concave angles.
Try to make the collision shape to the prop converse.
I don’t know very well what the IK has to do with the navigation system, you would have this problem if the capsule did not have mesh, since it uses the Nav Agent.
There may be an option in the settings, maybe but I haven’t found it.