Summary
Entities are not considered in the creation of NavMesh under any conditions. NavMesh is arguably one of the most important aspects of NPCs, and NPCs are one of the most important aspects of just about all of gamedev and Fortnite Creative in particular. It’s unacceptable that it doesn’t work.
What I tried:
- Changing meshes
- Spavin entities
- changed NPC Navigation modifier → Always generate navmesh
- Changed collision types
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
World Building
Steps to Reproduce
- Create a small maze of Scene Graph entities
- use the following code with npc_spawner_device to make the NPCs follow you.
follow_beh<public> := class(npc_behavior):
OnBegin<override>()<suspends>:void=
Print("Follow behavior started")
if:
Entity := Self.GetEntity[]
SimulationEntity := Entity.GetSimulationEntity[]
Players := SimulationEntity.GetPlayspaceForEntity[]
Player := Players.GetPlayers()[0]
Navigatable := Self.GetAgent[].GetFortCharacter[].GetNavigatable[]
then:
loop:
Sleep(1.0)
NavTarget := MakeNavigationTarget(Player)
Navigatable.NavigateTo(NavTarget)
- Turn on Debug → Navigation
- Make sure that NavMesh completely ignores entities.
Expected Result
Entities must be considered when generating a NavMesh
Observed Result
Entities are currently completely ignored when generating navmesh
Platform(s)
windows