[Questions]
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Is there any way to get the pathing system to ignore Z-difference when pathing to the next Immediate Move Destination. Sometimes agents step above and over a link in the path and this causes jitter (turning a corner that’s higher and sloped, for example) because he jumps over the move destination and then tries to go back over it.
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Do you have best practices for getting a character to only move forward in the direction he is facing while using navmesh pathing? I’ve tried “Orient Rotation to Movement” and such, but that just makes him turn in the direction he’s facing, rather than slow his forward movement down while he’s turning. I basically would like to keep him only moving straight ahead, while also only pathing on the navmesh (which would require the path to constantly update I’m sure).
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Rama has done some work making agents dynamically path and jump in Unreal (hi Rama). Do you have any suggestions on what C++ classes and such we should look into to extend the navigation system like Rama has? I assume it’s the PathFollowingComponent and NavigationComponent as he stated in his question above, but… yes I would also like to know if this stuff is being rewritten.
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As mentioned here, do you have any information on prioritizing navmesh generation at runtime? I currently have agents waiting to move when the game starts because our (world) mesh (and subsequently the navmesh) is being generated at runtime.