I’ve been hard at work developing some AI and I’ve found success so far, but I have a question about a new issue. The player can jump out of the AI’s reach onto a platform or a cliff or what-have-you, where there’s a break in the Nav Mesh. The AI can’t cross the break, of course, and I want to set up some logic for that. Maybe some AIs will try to jump over the break and some will just stamp their feet and give up, whatever.
Either way I need to check if the AI can reach the player (or some other point) on the Nav Mesh. Can I do that in Blueprints? I don’t have any C++ experience. I’ve searched for answers to this, but nothing’s turned up.
Don’t have a full solution for you, but probably two ways you could look up:
#1: Check if it’s only a partial way #2: Get the NavData, and call GetRandomPoint(Location, Radius) on that. If it fails, theres no reachable point at, or around, the location.
Interesting. Thanks for answering. I’m going to need some more details on these options, though. I’ve done some research and there’s precious little information on how to use them. For instance, how do I get the NavData? How do I discern between navmeshes that the AI pawn is using and which ones they aren’t?