Hey guys,
I wonder if it’s possible (using C++ maybe) to get the navigation data from the navigation mesh, and somehow draw that polygons to a render texture.
I know that it’s possible to use SceneCaptureRenderer
and render the navigation debugger but I don’t want to use that because I can’t extract only the navigation mesh and assign a solid color to that.
The point is to extract the navigation data (the polygons) and draw that data (like the navigation debugger does in 3D) to a render texture straight forward.
At the end, I would have the navigatable areas drawn to a texture from there I could continue with a material logic.
I saw that in Unity there’s a similar thing, so I thought maybe UE has an option to that also.
EDIT:
This article renders the navigation mesh, creating a static mesh from the polygons, and then captures using SceneCapture to render that mesh only.
If it isn’t possible to draw polygons to a render target, what is the equivalent method of doing the same thing in UE ?