Hello guys. First of all, I apologize my bad english.
So, There are lot of discussion of using Dynamic NavMesh and NavigationSystem in UE4 forum. (Actually, only discussion, no conclusion…) I ask questions to join this chaos.
For making dynamic Navmesh, I focused on NavModifierComponent.
What I want to make in the end,
- Using Actor boundary to make dynamic NavModifierVolume in runtime.
- Change inside of NavModifierVolume area cost in runtime.
I find when StaticMesh Actor which has “Default” collision component grows size in runtime, navMesh recognize Actor boundary in every tick and update edge area. (This tick is not a “dirty area update frequency” in navigation system setting and “Observed paths tick interval” in navigation mesh setting. I test all of them.)
So, is there anybody know when NavMesh update their tile edge in runtime? I guess NavMesh will be using delegate event to initialize.
(NavModifierComponent using DelegateHandle parameter when transform update occur. I’m not pretty sure but, in NavModifierComponent class, RefreshNavigationModifier() is a key for making dynamic modifying.)
If you have any idea, plz freely commenting.
thank you