Getting Nav Mesh to cast on all surfaces

so i have enemies that can walk on any surface thanks to Xaklse

(see his thread here:

i want the nav mesh to cast on other surfaces like the ceiling (i can guess that it can’t be done in blueprint if so please tell me)

so i wanted to know how i could do that i was able to make them follow paths on the ceiling raising the max step height but i wanted a way to clearly cast it on the ceiling and other surfaces with different 'z’s)

if it can only cast a navmesh having one z as down it would be okay i would cast two nav meshes and tell my ai to use which one based on his gravity direction (is that even possible?)

i don’t know if anything i am saying means anything since i am really noob at programming with ue4 so any help and clarification would be greatly appreciated

Due to the way Recast (the navmesh generation third party soft we use) works it’s not possible to generate navmesh on walls and/or ceiling. With some effort one could generate couple navmeshes for each axis separably, but we don’t support it yet (and no near-to-mid term plans for it).

Some things could be faked however. Navmesh on ceiling should be almost identical (except for the Z part) as navmesh close to ceiling (provided mindful level design), and wall traversing could be implemented with navigation links, to a degree.



how can I get a character like that, the link you left is gone and doesnt work anymore!