Hi,
At the moment I’m working on a project with two different characters (one can jump the other can’t jump). I want to be able for the characters that are able to jump to follow the path with a Nav Link Proxy, and the one that can’t jump follow the normal path. At the moment both are trying to follow the path with Nav Link Proxy, but the second fail to go over since it doesn’t have the ability of jumping.
How I can set up the Nav Link so just certain characters can use it?
This question is probably a bit old now, however I was looking for the answer to this question as well, and ended up figuring it out myself.
So posting for posterity.
All you need to do is create a blueprint class from UNavigationQueryFilter and then set the following on it:
Then on your non-jumping AI add the filter to your “Move To Actor/Location” calls and you’re done.
Hope this helps someone.
More detailed answer based on the latest one:
- Create a NavArea class that will be used in a filter
- Create a filter
- Set it to exclude area from p.1
- In NavLink, set smart link enabled area class to area from p.1
You may want here to set it also on disabled area class of smart link / set it on point link instead of smart link (depending on whether you use smart link and wheter you disable it)
- Now in BT you can use filter class from p.2 in MoveTo
It’s quite unfortunate that you can’t just use the filter on character blueprint or use the filter with AI Move To async task…
Update: this doesn’t seem to work…
Instead, add to NavLinkProxy NavigationModifier and make sure it will color all the area near starting cylinder of one-direction nav link.