As you stated this in June, I am wondering what the progress is on this? I cannot see it in the UE4 Roadmap and am currently building a commercial Online RPG game with a team which uses the navigation system.
We are currently using a work-around where the server uses an AI controller for the player; however, we would like to have a solution in the next couple of months that allows us to use a networked navigation system with the player controller before we get to a stage where we are ready to release our game publicly (where we plan for an initial release in the next 4 to 6 months).
We would prefer not to waste time on re-working the navigation system and implementing this ourselves if it is a planned feature.
It seems that there is still no simple solution implemented by epic and I hope this changes soon So are there any news regarding the implementation that Mieszko mentioned above?
And did you guys find a simpler solution for tha client side navigation in the meantime?
Sorry for the delay in replying - this slipped under my radar. Im certainly not an expert on the Navigation side of things but there is a little more info that may help:
You can enable client side either navigation by adding the following to the defaultengine.ini in the config folder of your project:
[/Script/Engine.NavigationSystem]
bAllowClientSideNavigation_Experimental=True
This can also be enabled in the project settings.
I was given this explanation from our resident Nav expert Mieszko.
This will result in there being
navmesh and the whole of navigation
system instantiated on clients as well
as on server. This allows for
performing pathfinding queries on
client, but not much more. Last time I
looked at it you can request
player-controlled pawnās move along
the path, but wit doesnāt really work
with server. Server knows nothing
about this movement type so is
constantly correcting clientās
location to the only known valid
location (which is the spawn point).
In 4.8.2 Source and Launcher Preview1 4.9 server doesnāt know about movement and corrects location to spawn point as mentioned.
But even if it will work, isnāt it better to avoid spawning the Navigation System for better performance on the client? Letās say for example on a mobile phone.
Itās interesting that this thread still lives. And Iām glad there is some development in client-side navigation. The main reason for us to use bAllowClientSideNavigation_Experimental would be to predict server movements on the client to reduce the lag. However Iām not sure how one would implement this.
If you have the time and notice any reasons why this isnāt working, Iād greatly appreciate the help. Alternatively, if you know of any tutorials that could be useful to watch as I try to problem solve - please let me know
If you have the time and notice any reasons why this isnāt working, Iād greatly appreciate the help. Alternatively, if you know of any tutorials that could be useful to watch as I try to problem solve - please let me know
So, just wondering, after almost 2.5 years has anything changed on this front? I seem to be having the same problem with trying to keep AI pawns in sync while moving. The server moves them, but then the client is constantly correcting them, so they appear jerky.
Iām impressed. After almost 4 years, nothing has evolved regarding this subject? Wow.
Does anyone here found an alternative to @'s solution? Is there something Epic have prepared for us that Iāve not found yet?
Iām completely stuck. Simply canāt make topdown characters consistently move in the map and replicates that information with precision to the other clients.
Hello its 2019 and same problem still exists. for a long time im loking a way to solve this. still couldnāt find anything. https://wwwā¦com/watch?v=HqM-XqmqqB4. And just only find this method for the solution. But there is one problem in here. If player has lag and when you try to move it, player waits a little bit. āWait time depends to your pingā and then it moves.So it can be bad in terms of play. There is nothing like this in "Add Movement Input ". It moves exact time when you try to move.
And i learnt Torchlight Frontiers made with unreal engine.It uses Navigation System click to move and also contains multiplayer.So there must be an another way to make this maybe with c++? or maybe they are using the method that i posted the link.
Tried solution and it works well. Also if you want to have SpringArm go to it and in Details panel disable āDo Collision Testā and it should stop falling to the ground.
I would also like to know if there are any new solutions to this. I have my AIPawn set up similar to the solution listed above, but Iām having issues with other systems because of the setup.
Hi there found this tutorial how to quick solve problem - Btw it should be implemented as standard in this top/down project in next builds https://wwwā¦com/watch?v=22oMcygkEGQ&ab_channel=MrZadocH