Hi,
I found potential solution for my question:
with FindPathToLocationSynchronously but I don’t need whole path.
In UE3 there is function UNavigationSystem::IsPointOnNavMesh that I need in UE4, but I can’t find equivalent.
I found UNavigationSystem::NavigationRaycast but this returns strange results, false when I’m standing on navmesh and false when I’m standing outside of navmesh. It returns true only when I’m standing on the border of navmesh ( dark green color).
Besides
@param HitLocation if line was
obstructed this will be set to hit
location. Otherwise it contains
SegmentEnd
What SegmentEnd means?
Another potential solution is:
UNavigationSystem::TestPathSync with EPathFindingMode::Hierarchical mode
So is there somewhere equivalent to UE3 UNavigationSystem::IsPointOnNavMesh in UE4 and which method is the best-fast?
Regards
Pierdek