I have flying island with ANavMeshBoundsVolume attached to it and NavigationInvoker on my player character. Project’s runtime generation is Dynamic.
On island movement navigation mesh keeps regenerating. I want to avoid that, implement my own generation logic and handle it(attach to island), but there’s no any docs/info how to do that.
Hey there @ADIAN! Unfortunately even the dynamic nav mesh assumes a stationary ground plane, the dynamic portion is to update for obstacles. If you’d like to implement some custom pathfinding not entirely from scratch, I’d recommend taking a look at the Customizable Pathfinding plugin. It’s open source so you can modify how it works or just take inspiration.
Hey, i saw rare cases where some people have successfully generated navmesh on dynamic actors.
Plug is very interesting, it also solves flying navigation problem for me. I will try to integrate this into my project, thank you for sharing!
If your island is moving slow enough (and the island not too large), you could probably get away with just using Dynamic NavModifiers on the whole island, which would update faster, and it (should) update only the relevant quadrants (which will change either rapidly or slowly depending on how fast the island is moving).