I would like to know if it is possible to make the navmesh based on a mesh brought from the blender.
I’m trying to make a navmesh for a classic tower defense game where the AI must navigate a path.
So far I have used several NavModifierVolumes to block the parts that the characters should not be browsing, but I am wondering if there is a better way to do this. In unity, for example, we can use a specific mesh to bake a navmesh.
You can use the geometry tools (Pen) to create the shape, then convert it (actor type[details]) to nav mesh.
Thanks for the information. I will try this.
Hi there, I had an idea about populating a logo with AI the problem is that the logo is made of multiple shapes, could the logo be traced round using splines to create the shapes then convert the “group” of shapes into one blocking volume so only the actual logo would become the nav mesh?
so only the actual logo would become the nav mesh?
I’d have to see the logo complexity.
Was actually thinking of using the Unreal Logo for the Creep it Out Challenge, I had an idea for a spin on the challenge name. Sorry for the late reply was in Hospital