I’m working on a map that will use a series of floating square platforms. I have NPCs spawning on them. They usually stay on the platforms for a min or so but then they eventually walk off to their demise.
When I check the Nav mesh it shows up where the platforms are but the NPCs seem to take a step outside the green area and once they do they just walk off the platforms. I do not want to set up physical barriers due to the game mechanics needed. I just don’t want the NPCs to choose to walk off the platforms.
Is there a way for me to manually control the Nav mesh?
Can we set up where the Nav mesh is on a custom imported mesh?
Can we manually set green and black areas of the nav mesh for custom imported meshes?
This is the only info I can find about Nav Meshes but it doesn’t have any info about controlling or modifying the mesh just viewing it.
ok, thx for the info. I’ve been using the ‘can affect navigation’ on the SM but the SM still doesn’t show any of the green areas when displaying the Nav Mesh despite them having a proper custom collision. Are there any other settings in the SM that can affect the Nav Mesh settings?
So, is the fact that the NPCs walk off high platforms (that do show the green nav mesh) to their demise just a NPC bug?
Do you know what collision is for AI only? or are you thinking of using a barrier device? Spawning in walls would not be ideal for us as we will be using many configurations of the platforms.
It just seems odd to me that the SM doesn’t show any of the green nav mesh despite having collisions on the model. Simple blocking volumes display the nav mesh perfectly fine. There has to be a setting somewhere that will count as a nav area on static meshes.
And why in the world do the NPCs walk off the nav area eventually to fall and get eliminated. They seem to honor the nav area and then after 20sec or so they just say whatever I’m walking off lol.
Yes, they need to wonder around like a guard does. They are using the Guard behavior. Think of people walking around a platform and not walking off because they will die. I can get them to stand still but that’s not what we need for this.
Thats why I asked what the purpose of the NPCs is and why they are on the platform in particular. Is the platform one grid square or bigger? If you want them to patrol the platform or wander around like a guard on duty couldnt you just use the AI Patrol path device? Then you could just made them walk in a circle around the platform. That or use the barrier device in the shape of a hollow box and put the platform in a vertical invisible shaft so the gaurd doesnt walk off the edge. I guess really the other question is whats with the platform? Is it moving? Which way, when and why?
We are going to have multiple platform configurations so AI path is not an option. Yes, each platform is prob a little smaller than one tile but we will have multiple tiles per area, etc. No moving platforms.
Platforms won’t be moving but we can’t use barriers because the player and NPCs will need to get knocked off occasionally.
Is it possible the moving platform collision is not updating fast enough and leaves the nav mesh behind momentarily ?, would using the CCD continuous collision detection setting on the SM improve anything ?
There are no moving platforms while the NPCs are on them. Nav mesh does not show up on our static meshes even when they never move. I need to add in another FN asset such as a blocking volume to make the nav mesh appear.
There has to be some way to let the nav mesh appear on a static mesh.