Hello, appreciate any help here. I made a wall and stairs in blender and imported in. I used UE to create complex collision on the static mesh (wall and stairs). Player controller and navigate without any issues - it’s perfect. However, the AI won’t walk on the wall or stairs at all.
Here is the walls/stairs w/ the navigatable area on. The ceiling of the NavMeshBounds is very high, so it shouldn’t be a height issue.
Hello Shunitzo,
I use a behavior tree - starts with can AI see player or not. If not, they move to a random point. Where the error is happening (only on the walls, works fine on the ground) is the Patroll Enum - Go to Random Location - and runs a task
@Shunitzo
it is valid, when I print string the location it wants to go it, it returns a value… I think it has something to do w/ the nav space on the wall for the AI. Player Character can walk no problem. And when I put AI waypoint and AI spawn point on the ground level on the landscape, it works fine… so it is something to do with the static mesh conflicting w/ the nav area. But it’s completely green… so I don’t get it.
The character has some movement settings that determine stuff like slope angles and what not.
Try to make sure thats not the issue (make a slanted landscape, see if it walks on it fine).
If its not the slope, then you are back at “its the static mesh”…
Theres some mesh options you should review, like character can step on and more hidden away in sub menus…
@Shunitzo /@MostHost_LA
Is there a setting somewhere that controls map height or something like that? This is a new level… so Im wondering if I don’t have something turned on that should be… it seems to just be the height that is the problem. On other maps, the same method works for AI going up stairs, hills, ramps, etc. I think the AI is maybe glitching out because of the height?
I tried just using one of the default blocks and still doesn’t work… so I think maybe it’s not actually my custom mesh… The orange box in the bacgrkound is the NavMeshBoundVolume, which has a very heigh ceiling… so I don’t think it’s conflicting w/ that
And it’s impacting other maps now. Here is just a bridge nav path looks fine.
But then, in game, it shifts to the right… so play in editor and eject, and when I go over there, the path has shifted like below and AI is getting stuck because the nav says it’s good, but it’s not.
@Shunitzo , I did the draw debug line. It draws a straight line to the point it returns.
That hasn’t been an issue at all before. Because AI would get a point, then just find the most optimal path… but now, with the navigation shifting in play… it’s screwing it all up.