This is exposed to blueprint, but it has no way to return whether the point is on nav or not, it just returns a point.
I assume it returns a modified point within the extent if the input is slightly outside navigation.
What does it return if the input is exactly on navigation already? The exact input point? (That’s what I would assume)
But: What does this function return if the input plus extent doesn’t reach navigation?
What I want to do is modify top-down to make the cursor red when over non-reachable terrain.
It turns out, the nav mesh isn’t 100% aligned with the terrain, so using “modified point == target is reachable” works surprisingly well!
But I would be happier with a return value that included “valid or not” explicitly.
Separately: Whoever put the target decal into the character in the top down template, did it wrong. It should absolutely have been put into the controller. I’m moving it there, but the VR stuff also needs to move and I don’t worry about VR right now, so I can’t really provide a pull request.
Also: It needs a higher resolution target decal
Hi I find this post years after but I encounter an issue with projectpointtonavigation which returns true on a single player launch with an oculus go but renturns false when the oculus go is a client on a server having the same map and everything…?