Navmesh AI not moving

Vokzole
Fri, 04 Jan 2019 06:36:45 +0000
AI

Hello everyone, I am currently trying to create a Pacman project and am in the process of making the ghosts follow the player.

In this case, I have already created a navmesh bounds volume encompassing the walkable paths of the Pacman maze, both the walls and the floor are already set to block all with complex collisions as simple.

After that, I went into the project settings to set up the navmesh agent radius and height. I did this because if not the agents will get stuck around the corners but after I adjusted the radius and height to follow the ghost blueprint radius and height, the ghost AIs would not even move anymore.

I hope anyone who reads this will find the to provide me with a possible fix to the problem.

Currently this is how the navmesh is looking, it is exactly how I want it visually to prevent the red balls (ghosts) from getting stuck around corners.

The above image shows to settings I have adjusted to fit the agent radius and height for the navmesh to adjust its spacing accordingly.

This blueprint editor shows the settings and adjustments of the ghost on the right.

This detailed view shows the character settings for navmesh, it is set to -1 right now because it relies its values from the project settings.

The image above shows the pawn sensing used to allow the ghosts to follow the player. This one is already working accordingly just in case anyone reading this is wondering.

9 posts - 5 participants