Hello everyone, I am currently trying to create a Pacman project and am in the process of making the ghosts follow the player.
In this case, I have already created a navmesh bounds volume encompassing the walkable paths of the Pacman maze, both the walls and the floor are already set to block all with complex collisions as simple.
After that, I went into the project settings to set up the navmesh agent radius and height. I did this because if not the agents will get stuck around the corners but after I adjusted the radius and height to follow the ghost blueprint radius and height, the ghost AIs would not even move anymore.
I hope anyone who reads this will find the to provide me with a possible fix to the problem.
Currently this is how the navmesh is looking, it is exactly how I want it visually to prevent the red balls (ghosts) from getting stuck around corners.
The above image shows to settings I have adjusted to fit the agent radius and height for the navmesh to adjust its spacing accordingly.
The image above shows the pawn sensing used to allow the ghosts to follow the player. This one is already working accordingly just in case anyone reading this is wondering.
I tried your suggestion by changing the scale of the static mesh and capsule component but none of them seems to change anything.
I thought the AI pawn only uses its relative location to compare for the navigation paths available and would not take account its own size. Which is why I changed the radius in the project settings for a tighter navmesh.
I used a simple move to actor which will allow the ghost to always follow the player on begin. This one works fine when I am using the default agent radius of 35 but that would lead to the ghosts getting stuck around corners.
It seems that I need to change the radius of the “RecastNavMesh-Default” inside the project world outlier or in navigation mesh inside the project. Then, add in the supported agents with the corresponding radius as well inside the project settings in navigation system.
One problem I realized is that I actually needed to exit and re-open the project again, then move the navmesh bounds volume back and forth so that it will update the navmesh to update the agent movements properly. I can’t believe I had to spend a few days on-and-off thinking and trying all sorts of combinations just to make this work.
Change the radius inside the project settings navigation mesh or inside “RecastNavMesh-Default”.
hello, I’m also making a pacman but it doesn’t look like you. I used the same setting but I didn’t get it. how did you do to achieve it? Thank you