I want to move my NavigationMeshBoundsVolume dynamically every few seconds to another location. For that, I set the “Runtime Generation” to “Dynamic” in the Project Settings (in the tab “Navigation Mesh”). My idea so far is to employ the level blueprint to move the NavMesh by simply firing “SetActorLocation”, but when I run my game in the editor and turn on the navigation by pressing “P”, I can see that the volume does not move. Any suggestions how I can relocate the NavMesh? Is this even possible?
As far as I know, there is no “unbound” option for the Nav-Mesh right?
Navigation Meshes are pre-built before game start so you can’t really edit them at runtime.
You can try something called Navigation Invokers to use for navigation instead of the Navigation Mesh. I think something like this is what they are there for.
I don’t have much experience with them, but I hope I at least gave you something to type into youtube.
That is definitely a good idea, I took a look into the mechanics of Navigation Invokers. The problem here is: The Invokers only work within a NavMeshBoundsVolume placed inside a level. As my world can become really big, I don’t think this is the best solution. But maybe I’ve overlooked something…?
Yeah, this really isn’t my strongest area of knowledge. I do know there are several ways to make navigation in Unreal Engine, but I haven’t yet needed anything more than a regular nav mesh for my projects.
I do believe there is a way to make invokers work for open world somehow, though.