I am starting a free technical series on NavMesh generation and usage in Unreal. This series is a part of my Substack dedicated to covering UE low-level implementation details.
The first article focuses on Recast & Detour’s implementation for NavMesh generation. Recast is the library used by the engine when you generate a NavMesh.
In the second article we delve into the intricacies of static NavMesh generation, exploring the key components and processes involved. You’ll gain an understanding of how Unreal Engine handles the static generation of navigation data for agents, complete with code analysis.
As the series progresses, we’ll be diving into dynamic generation, pathfinding, world partitioning, and other essential topics related to NavMeshes.
Your feedback and support are greatly appreciated.
I found this to be very well written articles. It’s very comprehensive and just right for my skill level (5 years UE, mostly as a hobby). I could learn a few new things as I never saw the need to dig into the “how does it work?” on my own. Mostly because the NavMesh solution in UE fullfilled all of my needs until now. But it’s always good to get some additional knowledge.
I am excited for the follow ups, especially the world partitioning topic.
Thank you for the positive feedback! Your kind words truly mean a lot to me.
I’m thrilled that you found the articles helpful, even with your UE experience. My Substack aims to provide in-depth implementation details and code insights, filling a niche not often covered in other documentation sources. It’s rewarding to know that it’s been useful to you.
The upcoming topics, especially world partitioning and its relationship with NavMesh generation, have me equally excited.
If there are any specific questions or topics you’d like me to cover in the future, please don’t hesitate to let me know.
Creating these articles requires time and effort, and knowing that others find them valuable is truly encouraging.
i am very impressed by your in depth analysis of the navmesh. Still working through it, since my C++ know how is almost non existing
What I’m wondering how much work it would be to get the underlying phyiscal material , and use that information to apply a navarea class over that area. (So it can later on be used with querry filters).