RuneBerg
(RuneBerg)
October 31, 2017, 5:59am
41
Warner_V:
Hi Rune, hi other VR fans,
so, I’m playing with the plugin (UE4.18, plugin v3.04 as of today) and I’m having some issues with the Teleport functionality.
What I have is:
a basic level with a navmesh (with all areas that I want to access showing “green” as in the picture)
a basic pawn that I want to use to teleport around
some (imported from fbx) StaticMeshActors to walk on
What is happening is:
default “floor” mesh works fine for navigating
some of the imported actors don’t work at all (Outside_Floors_013 in example)
some of the imported actors work fine (Outside_Floors_002 in example)
some of the imported actors (where they overlap with the ‘floor’ mesh) work fine is some places but not in others (Outside_Floors_015 in example)
When navigation does work, I’m experiencing some additional issues:
The beam and teleport particle seems to be ‘stuttering’ - as if it has to make many many attempts to find a suitable teleport location) when navigating on the “floor” mesh. I figure this is strange because the navmesh is very simple
When I adjust parameters in the RecastNavMesh-Default actor (specifically: reducing the Agent Radius from 35 to, say, 10 to allow for navigating narrow spaces) the navmesh result is as expected, but Teleport functionality breaks down completely
I have uploaded a stripped version of the project in the link below – perhaps someone wants to take a look at what I’m doing wrong here? I have been struggling with the navigation for a while now so any help would be greatly appreciated!
Cheers,
Warner
HI Warner! Thanks for reaching out here… I’m guessing it’s to do with Collisions in your mesh/es, overlapping assets and/or the object types you’ve got setup in the component. Can you repost the link to the project (I think it’s not in your post) or send directly via a Private Message to me if you dont want it public and I can have a quick look.
Thanks,
Rune.