Dynamic NavMesh With Nav Modifiers Only; UNREAL ENGINE

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  • เผยแพร่เมื่อ 21 ก.ย. 2024
  • Use the Dynamic NavMesh with Nav Modifiers to update the NavMesh for moving objects by attaching NavMods to them.
    Next Video: Fully Dynamic NavMesh And Navigation Invokers!
    • Fully Dynamic NavMesh ...
    Need to optimize your Dynamic NavMesh? Check out this video:
    • NavMesh Recast From A-...
    Need help with Nav Area Classes and Query Filters?
    • Nav Area Classes and N...
    Follow along:
    00:10 - Looking at the Static NavMesh
    00:40 - Choosing a Dynamic Option
    01:48 - Working with Dynamic Modifiers
    03:02 - Remove a Static Footprint
    04:45 - Dynamic Nav Mods for Settlement Building
    05:53 - Dynamic Nav Mods for Particle Effects
    06:35 - Troubleshooting the Dynamic Nav Mod
    07:51 - NavArea_Obstacle
    08:42 - Keeping Immersion in your game

ความคิดเห็น • 21

  • @patatabollente40
    @patatabollente40 11 หลายเดือนก่อน +3

    Great tutorial! I used this technique for my sliding doors. Thanks for sharing this valuable solution!!

    • @GamingDev2020
      @GamingDev2020  11 หลายเดือนก่อน +2

      Glad you're finding the videos helpful!

  • @Admin-oe8zj
    @Admin-oe8zj หลายเดือนก่อน +1

    you are the best and the live saving men

  • @yojmb9
    @yojmb9 8 หลายเดือนก่อน +2

    This video was so clutch and helped me fix my own issue!

  • @adrianlastname6221
    @adrianlastname6221 11 หลายเดือนก่อน +3

    Thank you for the video!

    • @GamingDev2020
      @GamingDev2020  11 หลายเดือนก่อน +2

      You're welcome, I have more videos coming soon!

  • @chanurq1813
    @chanurq1813 11 หลายเดือนก่อน +2

    a very helpful tutorial

  • @mongrelgames
    @mongrelgames 2 หลายเดือนก่อน

    Thanks for sharing!

  • @lz4090
    @lz4090 4 หลายเดือนก่อน +1

    I like this tutorial, well explained. Thanks But lets say i want some AI to avoid the fire with the nav modifier, but there are some dumb AI i want to pass through the fire. How do I add logic in filtering those two types of AI to avoid or detect the nav mesh modifier?
    Also, on the nav mesh drop down menu, instead of picking the dynamic modifier and use dynamic, how will it affect those examples you have given?
    Thanks

    • @GamingDev2020
      @GamingDev2020  4 หลายเดือนก่อน +1

      Hello,
      To filter how different AI charactes are affected by the NavMods you would use Query Filters. Here are links to my videos covering this topic:
      th-cam.com/video/vzvOM--Zv0I/w-d-xo.html
      th-cam.com/video/jf56DH3Xc2k/w-d-xo.html
      As for 'Fully Dynamic NavMesh' vs 'Dynamic NavMesh with Modifiers Only', the NavMods will work the same in both. Fully Dynamic means that anything (NavMods and/or changes in the geometry of the level etc...) can update the NavMesh, while the 'Modifiers Only' option will only update the NavMesh where you place NavMods.
      Hope that helps!

  • @User_6388
    @User_6388 8 หลายเดือนก่อน +4

    In ue5 if you put pawn as player and switch navmesh static to dynamic modifier it moves very clunky and doesn't move in a straight line

    • @User_6388
      @User_6388 8 หลายเดือนก่อน +2

      So do you know how I could fix this, I am making a city builder.

    • @GamingDev2020
      @GamingDev2020  8 หลายเดือนก่อน +4

      Hi, I did a quick test of the 'Dynamic NavMesh with Modifiers Only' in UE 5.3.2 and couldn't find any inherent issues with the NavMesh or UE5. So it's mostly likely a hiccup in your code. I did a quick video showing 3 common problem areas regarding pawn possession and movement for a city builder type game. Hope this helps!
      th-cam.com/video/_PSQ5AwdR0w/w-d-xo.html

    • @basshoundusa
      @basshoundusa 7 หลายเดือนก่อน

      Any luck with this? I have the same issue, but was able to fix it for the most part, but am curious if there are better solutions out there.
      First and foremost, I type the command "show navigation" while running my game in the viewport so that I can see what is going on with the navigation mesh. I seen that there were some area of elevation not covered by the nav mesh (during runtime) that caused some issues. I changed the default -> Cell Height to 15 on my RecastNavMesh which fixed that.
      My main issue is that I had "Can Ever Affect Navigation" on my Character mesh. This was intentional, but 100% was causing a lot of jerky/clunky/stuttering motion. It seems that the generation of the blocked area around my character was causing the character itself to get momentarily stuck, causing the stuttering. I resolved this by setting this flag to disabled at runtime before executing "MoveToLocation", and then setting it enabled once it is stopped. While not ideal, I think it will work for my use case and probably will save some processing time. I am not sure what the expectation here for leaving it on during movement. I will say that the mesh shape matters as a humanoid mech style unit didn't have the same issue as a buggy/car style unit.
      The other consideration is that in my case, the collision on the character mesh (a vehicle in an RTS style game) was causing it to hang up around terrain elevations. I raised the model up a bit on the character capsule which helped that, but I may end up smoothing out the terrain more and make more abrupt elevation changes. Ultimately I will probably adjust the pitch and roll to match elevation (which will look better anyways)

  • @mrduby3464
    @mrduby3464 4 หลายเดือนก่อน +2

    Is there anyway to have a moving object that displaces nav mean but does not have collide with the play? Tried a custom collision channel and while it displaces nav mesh to create and obstacle, it no longer seems to be accurately updating upon moving

    • @GamingDev2020
      @GamingDev2020  4 หลายเดือนก่อน +2

      Hello,
      Here is a quick video on how to use dynamic nav mods on objects that move. The moving objects will update the nav mesh but will also allow the character to pass through them.
      th-cam.com/video/R1-gXwmz_2c/w-d-xo.html
      Hope this helps!

    • @mrduby3464
      @mrduby3464 3 หลายเดือนก่อน +1

      @@GamingDev2020 thanks so much! I ended up just creating child component actors that were attached to my moving objects and made their z scale super low so they would displace nav mesh but not really block anything else

  • @RiverFox_YT
    @RiverFox_YT 7 หลายเดือนก่อน +1

    i have a few questions. i have a large open world, i wanted to use this for my ai is that possible? also do i need to have the navmesh fill my entire world? or just the little square where the ai will spawn? i also want them to be able to travel anywhere within the open world

    • @GamingDev2020
      @GamingDev2020  7 หลายเดือนก่อน +5

      Hello,
      All the navmesh types (static, dynamic with mods, fully dynamic) are just regular navmeshes as far as the ai characters are concerned, so they can walk on them just fine. The 'dynamic' aspect refers to objects that block or physically change the navmesh, like moving walls etc... so in your game let's say your ai character wants to walk from point A to point B and in between there is wall. The ai character will automatically know to walk around the wall because the nav tiles (the green tiles you see after I type 'Show Navigation' in the console) tell him the area under the wall is not walkable and the area around the wall is walkable. But if the wall moves then the nav tiles have to update to tell the ai character where the new walkable and not walkable areas are.
      You need to have your navmesh covering everywhere that an ai character will possibly walk, so just extend the navmesh bounds volume as far as you need, there is no limit to how big you can make it. But depending on how large your open world is, you will probably need to optimize it.
      This can include things like optimizing your navmesh, I have two videos that could help you with that:
      NavMesh Recast:
      th-cam.com/video/II5agHlxUe4/w-d-xo.html
      Fully Dynamic NavMesh and Navigation Invokers:
      th-cam.com/video/YAStYjqSVzA/w-d-xo.html
      You might also need to consider Level Streaming/World Partitioning if your level is really big. This is where you take a very large level and break it down into smaller parts and then they are sewn back together during gameplay, this is so the game won't crash by trying to have everything loaded at the same time. I'll be making a video on this soon but in the meantime, here is a link to the Unreal Documentation on these topics:
      Level Streaming:
      docs.unrealengine.com/4.27/en-US/BuildingWorlds/LevelStreaming/
      World Partitioning:
      docs.unrealengine.com/5.3/en-US/world-partition-in-unreal-engine/
      You can select which version of Unreal you are using in the top left corner and then read through the guides.
      Hope this helps!

  • @xXMichey
    @xXMichey 5 หลายเดือนก่อน

    its not working... Door opened and my nav mesh dont updating

    • @GamingDev2020
      @GamingDev2020  5 หลายเดือนก่อน +2

      Hi, I did a quick video that should help you with Nav Mods for doors. Hope this helps!
      th-cam.com/video/YKNFUDGa4vA/w-d-xo.html