Hello!
I was hoping to get some input and options for dealing with large navigation changes we were hoping to be able to bake out a head of time. For example, if you wanted to do something similar to the valley of the ancient “dark” world where a level may have multiple states how would this best be handled in a WP world. For example, we may want an area to be in a different state and would like to be able to swap between that using data layers with a static navmesh so long as connections between the main nav is consistent.
One option it seems is have a data layer per nav configuration where we’d load all the relevant nav objects. Build the nav mesh and place both the volume and the recast nav data actor in the level. This seems to work fine when there are a reasonable amount of permutations, but does not scale.
We could use dynamic nav mesh and nav invokers, but then are paying the run time cost of generating and updating the nav mesh and will need to monitor what is dirtying it.
I was hoping there might be a “stitching” approach where if we build one primary nav mesh and have “islands” built in to their own data layer with nav links we might be able to have the best of both worlds. But It doesn’t look like the system expects multiple nav mesh actors and I am unclear on if nav links can be added dynamically in a static/modifiers only nav mesh configuration.
Any advice or recommendation would be appreciated.
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