In 4.8 there is a new attribute “NavArea” in collision box component. I thought that it would enable a nav area like nav modifier volume does but it doesn’t seems to work. My setup is like that:
NavArea_Privacy should have different color but it doesn’t seems to work at all. It also has no influence on paths. I tried to check dynamic obstacle, the result is the same. What’s am I doing wrong?
It seems you’ve nailed a bug down for us I’ve just fixed it.
A workaround is to mark the shape component as colliding, like BlockAll. This should not matter for navmesh generation since it should still be used as dynamic obstacle. But it would still be the “block all” for other physics querying purposes - not sure you’re ok with that. Other collision presets should work as well (blocking pawns is what matters the most).
Thanks!
The workaround works for me, except that I had to ignore collision with pawns. After that I tried to see which collisions are important and it seems that only Vehicle collision is required, which is funny. Setup like that works fine:
Another thing I noticed is that sometimes, quite often, my bots started to get stuck in the navmesh. Namely, places where navmesh borders and area borders crosses, like places with X in this pic:
I found why it is happening. In fact, in the past I changed Crowd parameters. I’ve set Velocity Bias to 1.0 and it worked pretty well. Now in 4.8 this seems to cause problems. Agents get stuck even without nav areas. I’ve set it back to 0.5 and it works, nobody is stuck anymore.
The problem I have now, that every time an agent approaches the border of the navmesh it starts to “oscillate”, changing its yaw very quickly. That doesn’t look nice and also it slows down all moveto commands. When Velocity Bias is set to 1 agents move much more smoothly, but now in 4.8 they get stuck.
I couldn’t find any docs on Avoidance Config, are there some? I don’t realy understand what those parameters are doing, maybe there is another way to solve the “oscillation” problem?
Also, in our game we have a lot of furniture that player or bots can move, like those tables and chairs on screeenshot. We have normal collision on them, so we have holes in the navmesh. Would it be better to put dynamic nav areas of type obstacle instead?
edit: replacing normal collision with nav area obstacles made things worse, agents stuck even with velocity bias of 0.5