After looking for answers and experimenting with different ways of doing it I simply cannot get the nav link proxy to function. The AI recognize that it’s a valid path, but will jitter around at Left and never drop down.
While I was digging around I got the impression that the nav links also have trouble with tall drops. My goal is just to have spots where the AI can drop down (up to 600uu or so) while chasing the player. I’m comfortable working in C++ if that provides a better/easier solution; I just need some sort of starting point for that.
If you’re looking for a starting point as far as Nav Links go, I’d recommend taking a look at the Content Examples project that you can download from the launcher. Here, you can navigate to the Nav Mesh map and you’ll see an example setup for Nav Links that you can use as a template for what you’re looking to do in your project.
The problem with the nav links seemed to be limited to this project. I had already created a new project with the third person shooter template and added a nav link on the structure that functioned as expected. The steps I took were identical between that and the project in the screen shot; one functions, the other does not.
Again, though, the nav link is recognized as a valid path, the AI just don’t actually jump down; they act like they would if they were trying to go up rather than down (like if the direction was set backwards, for example.)
So if you place the Nav Link Proxy, have you ensured that the Direction of Link option is set correctly in the Nav Link’s settings? It sounds like maybe you have it reversed if you’re experiencing the direction set backwards.
Also, have you tried using the Smart Link Is Relevant option and then setting the direction of the smart link component that you can select from the Nav Link Proxy’s details panel?
The direction is correct, and I have tried the smart link settings (as well as all the other ones.) The nav link works as expected in other projects; here’s a cap of the link and the settings from both of them.
This does not work (initially the settings were identical)
That’s interesting that the Nav Link would only fail to work in one project in particular. Would you mind zipping that project up (the one where the Nav Link is not working) and providing me with a download link to Dropbox or Google Drive so I can take a closer look at the setup and see if I can determine why it isn’t working? You can PM me a link to the download through the forums: https://forums.unrealengine.com/member.php?160394-Sean-Flint
Just wanted to come back and say that the problem was that the placeholder AI had AIMoveTo being called on tick. I noticed this when I came back and made the behavior tree.
I can’t thank you enough for this!!! you saved me hours of struggling with mesh adjustments when a simple DoOnce node fixed everything…Many Thanks!!! and more thanks
You saved my life. I had a behavior tree that refreshed constantly the AI Move To and it prevented the AI from going through the nav link. If anyone reads this, for fluid motion using AI Move To, instead of updating it with a new vector, have it follow an actor and update that actor’s location. An invisible actor worked for me; and if you use a behavior tree, run the Move AI To only once the AI has reached the actor and has stopped, otherwise there’s no need