I would like my actors to follow the roads I’ve laid out using the landscape splines and attached meshes. They might use the terrain, but should heavily favor roads. I am aware of NavAreas and NavModifiers to tweak the AI navigation behavior, but those seem to be tied to BSPs and their regular shape.
So I’d basically like to tell the navigation system “Road mesh → low cost, terrain → high cost”. Is there a way out of the box to achieve this? If not, what classes would I have to implement to create something like this?
I’m interested in the same question. NavModifierComponent generates a bounding box around the geometry of the actor containing the component, which works more or less well with convex shapes (and pretty well with boxes), but it’s actually pretty bad with more irregular and concave shapes like a turning road stretch (or a river). In those cases, the generated box changes NavArea on parts of the map that are not supposed to change.
It would be very convenient that navmesh generation set a certain NavArea depending on the collision flags of a certain mesh, without creating a volume that can actually affect other geometry than the mesh itself.
Is this possible? If it isn’t out-of-the box, does someone know navmesh generation mechanics enough to point out where/what to modify in order to achieve this?