On this stream, will be showing possible solutions for common NavMesh scenarios. Specifically he’ll be talking about navigating through “solid” objects such as doors (unlocked and locked), and getting an AI Character to take a lift.
Tuesday, November 1st @ 2:00PM ET Countdown]
Feel free to ask any questions on the topic in the thread below, and remember, while we try to give attention to all inquiries, it’s not always possible to answer everyone’s questions as they come up. This is especially true for off-topic requests, as it’s rather likely that we don’t have the appropriate person around to answer. Thanks for understanding!
Might be a bit off topic, but I’d be really interested in how you handle nav mesh creation with procedural levels. I remember trying to do it about 6 months ago, and having a hell of a time getting it to actually generate. It would recreate the nav mesh on play, but resizing the volume to fit the level, and getting it to actually make the nav mesh after the level generation had occurred just didn’t want to work.
I did something like that a long time ago (How to do something only after "Rebuild Navigation" finishes? - World Creation - Unreal Engine Forums). I never tested resizing the volume, but that shouldn’t be a problem I guess.
I’m wondering if you could also cover a simple jump scenario. For example a jump over an abyss or something similar
The title says “lifts”, but the stream was almost exclusively on building doors. Would it be possible to cover the lifts as well? I’m interested in learning how we can make the AI take the lift, wait for their floor and get off there.
I really really really rweally Need a working Door anyone wants to help ?
If power is available to move toward later would similar to some lifts since we have engines, cables and material, would be big for alternative base…
This was a terrible “tutorial”, I mean you guys need to do another one in where you explain how to use nav links properly to do stuffs like doors