Hi folks. I am giving up on nav mesh.
I had a small slope that I wanted my ai character to cross convai, but the auto nav mesh does not generate path. I decided to added custom elements to create some sort of platform. but that does not work either.
There has to be a better way or smarter/simpler way.
It might be that your ring there, the big doorway actor may have collision blocking the open hole- that would cause Navmesh not to draw there.
The ring door may have “do Not Draw Navigation Under Actor” turned on on the static mesh.
These are just the options I can tell looking at this picture.
You could try taking that door away, move it elsewhere, and let the Nav redraw- if that happens, you know the problem lies with that Static Mesh.
It could be other things, but with this amount of information, these are really the only two things that come to mind!
Great thanks @Mind-Brain
I found that if I switch off affect on navigation it worked fine.
I also wanted to have custom nav mesh so I created massive plane and will set it to non visible.
Is there a better way of doing that or that is what you would normally use in unreal to create custom nav path?
Well, it depends on what you mean by “custom nav mesh”. You probably do not want to set it to non-visible, that will make testing difficult. You can just hit “P” on your keyboard to hide the navmesh- it shouldn’t show in-game even if you have it visible in the editor.
You don’t typically want it to be a plane, though. Usually you’ll use a Navmesh volume and encompass any and all walkable floors- then use Navmesh modifiers to adjust that with smaller volumes within the larger one.