I’m not sure why when using an on overlap trigger to trigger off dialog text that sometimes the dialog text dosen’t pop up or only the player portrait pic pops up, and at other times it works perfectly… I was using a sequence node for displaying and reading both the dialog text as well as the player portrait. Is there another way to set this up so that it executes everything at once?
There appears to be a limitation too on how large an area you can have for the navpoint mesh as the green nav mesh will only cover so far an area and then after that it stops functioning.
It must have some kind of hidden cap because I can only take the nav mesh volume
out so far and then it stops rendering all the green area.
And I suspect because my city map is about 2k in size is why the nav mesh area is limited
so I think its to do with resources…