Hi!
Since there is no official nagivation system for non flat worlds (such as planets/cylinders and whatnot) I am working with someone on an AI nav system that would do that; and we were wondering how we could access world geometry the way UE4’s recast does (Ofc we would still have to process it into a nav mesh; and decide which vertices are navigable etc.).
So far we found that in order to have something work with recast, this would have to be implemented:
UPrimitiveComponent::DoCustomNavigableGeometryExport however “DoCustomNavigableGeometryExport()” requires a “FNavigableGeometryExport” parameter which can’t be instanced.
Could someone provide more information/examples on how we could access geometry in a set volume? Ty!