UE4 Tutorial: Navigation Meshes

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  • เผยแพร่เมื่อ 26 มิ.ย. 2024
  • Enjoy this high-level introduction to nav meshes in Unreal Engine! This is a very brief overview of how nav meshes work and what they're used for, plus some technical information related to their implementation. I highly suggest tinkering and experimenting with your nav mesh settings yourself to optimize your results. Note: I do suspect that nav meshes may be removed or overhauled in future versions of the engine. Topics covered: Nav meshes, project settings.
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ความคิดเห็น • 33

  • @bobmcboberton8847
    @bobmcboberton8847 ปีที่แล้ว +2

    Good stuff. I just hopped in to get the mesh preview lol. Thanks for the help :)

  • @megtwin
    @megtwin ปีที่แล้ว +1

    Exactly what I needed, thanks so much!

  • @AceWizaard
    @AceWizaard ปีที่แล้ว

    Got what I needed in the first two minutes thanks

  • @pamparam3495
    @pamparam3495 ปีที่แล้ว

    Great guide!

  • @ZimCrusher
    @ZimCrusher ปีที่แล้ว +1

    QUESTION: how would you move the actual nav bound at run time?
    Im trying a infinite runner as a project, but i want ai in course.
    I can set the navbounds to some 1mill x scale, and pop the tiles alnog it. that works,
    but im worried that that hard codes a limit to the run (at least with bots included).

  • @emirisik
    @emirisik 2 ปีที่แล้ว

    Hey man, nice tutorial as always. Are you ever planning to do a fresh Multiplayer series? I loved your tutorials back from 2019 about the subject and I bet a lot changed so an updated version might be very useful to some people - including me. 😅

  • @trenerjakub2605
    @trenerjakub2605 2 ปีที่แล้ว

    hello can i ask could you advise me how to modify third person animations for fps? thank you very much for your reply and have a nice day.

  • @VK-yl6il
    @VK-yl6il 2 หลายเดือนก่อน

    Very helpful thank you!

  • @squinonex
    @squinonex 2 ปีที่แล้ว

    thank you so much man

  • @jaysonsvan6092
    @jaysonsvan6092 7 หลายเดือนก่อน

    Hi, Is there anyway where my player, on button click, automatically goes to a certain point using nav mesh?

  • @notnoticedgamer
    @notnoticedgamer 6 หลายเดือนก่อน

    how did you get place actors?

  • @nicholaspoling9691
    @nicholaspoling9691 ปีที่แล้ว

    I think what I am trying to do is have multiple nav bounds trying to only apply to oneAI, so 1 will recognize it can go through a wall while the other will recognize it can't, the way I have it is the one that can't wont realize it can't and get stuck running into the wall

  • @ECHSBACHS
    @ECHSBACHS 6 หลายเดือนก่อน +1

    Thanks

  • @SquiffyPlayz
    @SquiffyPlayz 2 ปีที่แล้ว +1

    nice.

  • @chrishansomeanimations3147
    @chrishansomeanimations3147 2 ปีที่แล้ว

    how do you rebuild the vavmesh?

  • @qr7557
    @qr7557 ปีที่แล้ว

    Question... How is the effect of clothes in water ? Can you explain this to us ?

  • @Jack66148
    @Jack66148 ปีที่แล้ว

    How to assign diferent pawns different navmeshes?

  • @VideosColumbus
    @VideosColumbus ปีที่แล้ว

    is there a text version?

  • @nexttestpro6590
    @nexttestpro6590 ปีที่แล้ว

    Thaaaaaanks!

  • @der_woe
    @der_woe 2 ปีที่แล้ว

    Thanks, very helpful!
    Was wondering why my AI suspects in Ready or Not won't come round the corners or leave rooms.... navmesh was interrupted on every doorframe etc. with the updated settings, they seem to be able to get into the smallest rooms in my map.

  • @elgrekko9634
    @elgrekko9634 ปีที่แล้ว

    I have the nav mesh volume 1m above the ground ! how fix that ? because now my AI fly above the ground !

  • @mikefebruary5265
    @mikefebruary5265 2 ปีที่แล้ว

    but now stairs are nor walkable.
    i hope there are will be more videos on this topic.
    also interest the topic of AI interaction with objects, such as doors - when you click location in another room and the character goes there through a door with an interaction animation in the middle of the path.

    • @underscore00
      @underscore00  2 ปีที่แล้ว +1

      You can correct the stairs by adjusting the agent step height (iirc) combined with some other tweaking. You can also make adjustments so that it conforms to the contours of a landscape. You can even set it so that the surface of each step is walkable, but with no ramp between them lol. Experiment with the settings to find the results that suit you.

  • @shotoutgames8823
    @shotoutgames8823 9 หลายเดือนก่อน

    Stairs have no mesh?

  • @cyanuranus6456
    @cyanuranus6456 2 ปีที่แล้ว

    It's My First Time

  • @TheGaminator800
    @TheGaminator800 ปีที่แล้ว

    Can you make a TH-cam Tutorial on SCP 966? if you can?

  • @cyanuranus6456
    @cyanuranus6456 2 ปีที่แล้ว

    What's This About?

  • @danq4833
    @danq4833 ปีที่แล้ว +2

    Setting the nav agent radius to 3cm is just nonsense, unless your AI actors happen to be dwarf mice. This setting affects how close the nav mesh will generate to walls, which means that any actors wider than 3cm are likely to collide with walls during pathfinding.

  • @seanmenzies1986
    @seanmenzies1986 2 ปีที่แล้ว +17

    This isn't a tutorial. It's you changing some settings without explaining why.

    • @stephsnotfluffy
      @stephsnotfluffy ปีที่แล้ว +1

      it totally screwed my project so now i gotta rewatch for the defaults :')

    • @NoxnYT
      @NoxnYT 8 หลายเดือนก่อน +1

      @@stephsnotfluffy Same...

  • @alybaby941
    @alybaby941 7 หลายเดือนก่อน +1

    This did not make a difference in mine what so ever. And your ai can’t even go up the stairs