I’m trying to place a Nav Link Proxy. I can’t seem to find any documentation on how to place one, the documentation only refers to the Content Examples Project.
The way i try to do it is to just drag one into my level and place one end at the top of a ledge and one at the bottom. I’ve tried some stuff like moving it so that it sticks on the floor, moving it slightly above the navmesh, etc, but it doesnt seem to do anything.
I looked at the navmesh level from the content examples, and when i tried moving the proxy up a bit, that broke the link. When i pressed ctrl-z to undo that, the link was not restored. i then made the navmesh rebuild, but that doesn’t seem to help, the link doesn’t work even though the proxy is in the original position and none of the settings were changed (at least not manually).
is there some step i’m missing to cause the link to actually work?
im also wondering if the links are really necessary for getting the AIs to jump up and walk off ledges. seems kind of unfortunate to me, since they wont take the optimal path that way. also, im lazy and would rather not have to place them.
also, imagine a case where there are physically animated boxes in a level and they get moved around during gameplay to form a path where you can jump on them to get to a higher place. it seems to me that AIs could never make use of that because there wont be any link proxies.
is there some alternative solution where AIs can automatically figure out where they can jump up/walk off? (i’m assuming the answer is no, but i’d rather be sure before i place a lot of links :P)
Nav links are fairly limited but they will probably be your best option. Nav links can be used to allow AI or any character that is using SimpleMoveTo(); to go down a ledge, or with the correct event set up, jump up a ledge. By default, nav links cannot allow a character to move up a ledge, only downward. Both destinations of the navlink must be touching a Nav mesh, as the player must use this to navigate.
Another option would be using SimpleMoveTo(); but changing the UsePathfinding parameter. This would stop it from following the nav mesh at all however, and it would go straight to the point. This will still not allow it to climb up a ledge by default.
If you want to get really complicated, you can look at the following forum post where someone made their own pathfinding in blueprints;
i have uploaded screenshots. on top is the unchanged version of the example map. i then, as i said, move up the proxy, which causes that green arrow to disappear. then i use ctrl-z to undo the movement of the proxy, but the green arrow does not reappear. i want to know how to make that work again, apparently that arrow doesn’t just come back automatically.
for now, i mainly care about placing a nav link proxy and having it work at all, even just going down a ledge. but i can’t even get that to work.
edit: oh, when i move it back down manually, it works… the reason i used ctrl-z instead was that i wanted to make extra sure that it was exactly in the same position as before…
Oh~Nooooooo!I’m facing the same problem.After having created a TopDown Example from the template, I placed a nav link proxy into scene.I seem work,but not as well as I expect.The Charecter walk to the left point,and walk straight to the rtight point,but failed to climb the edges.If in recastdetur,the agent will just walk to the right point straightly.Are there someone hava some good idea to deal with these situations?
Thank you,Matthew.I found that some mesh is easy to make a nav-link place well,but some is not.And if we want to got SimpleMoveTo() to move over a edge,we must override the MoveComponent.I’m trying to finish it.