Navmesh problems!

[Have figured a fix!! Please check out Navmesh problems! - World Creation - Epic Developer Community Forums** for the fix]**

So I created a patrol path using navmesh and it works fine. I then added pawn sensing so that he follows me when detected and prints string whenever he detects me. Now the problem is he follows me out of his navmesh area. When I leave and jump off to another block he follows me and ends up falling down. I don’t require him to jump with me, what I require him is to stop following me if I leave the navmesh area. I tried reducing the navmesh area and taking it away from the edge, but he still follows me out of his navmesh and falls off.

Help please? :smiley:

I’ve not any experience with NavMeshes but, you’ve probably more option:

  • trying to add you own collision preset and then adding a Block Volume
  • casting a linetrace starting just a bit forward of you bot to the floor, and if there is no hit you can tell to your bot to stop follow you

Problem with block volume is, it blocks me as well. Unless there’s a way to allow me to pass through but not the bot? :confused:

Ok. Maybe i found it. Add a Nav Modifier Volume and in its default properties set Area Class to NavArea_Null

Without detection it works perfectly, but when player detection takes place he still passes through it and follows me out of his navmesh bounds and ends up falling down.

Halp meh puhleez, not sure if bumping is allowed but I really want to get past this. :frowning:

I will admit I am not entirely sure how you or Unreal has this particular feature setup. Though to me it sounds like the player detection aspect may not be using the navmesh calculations and may be doing a more simple ‘follow thing or go to X spot’ calculation. Is there a way to test that you are using navmesh (dynamic avoidance) vs. being dragged by a strict leash?

I am using a simple “follow thing or go to X spot” I used Tesla’s AI pawn sensing tutorial. Is there another way to carry this out?
Tut I followed:

Alright, so I seem to have solved the problem by a work around using Kheka’s idea and will post the reply here just in case in the future somebody might face the same problem and can have a solution:

  1. Go to your AI bot’s blueprint and then go to the default tab.
  2. Change his collision preset to physics body.
  3. Add a navmesh modifier volume to the edge of your platform.
  4. Change the navmesh modifier collision properties to custom.
  5. And block all except pawn. (this will allow your character to pass through but nothing else)

Here’s a tiny vid showing how to do it, you might have to watch it in HD full screen because the details might be too tiny/blurry to see.

If any of you have a better solution than this work around I would love to hear from you! Hope I could help somebody.

Cheers. :slight_smile: