Make your wall thin, behind your wall add some plane superimposed with a distance just enough so it generate the nav mesh.. and for the ceiling if you make it thin enough too it work.. this plus the ninja character plugin for your Ai to walk on whe wall :)
Thank you for the great video! I have a question about nav mesh modifiers, is there anyway to create nav mesh data over a spawned object. If I have dynamic modifiers only and I add a modifier component to an object it goes around the object but doesn't try to find a way to go over it, is there anyway to do make it try and go over?
I'm gonna try this out on my turn-based game, i'm trying to make sure the player moves around the AI when moving to a new location rather than trying to run through the AI. I think this might work if i use the Nav null modifer placed within the AI blueprint but make sure it doesn't block the AI from moving. The same goes for the player.
Did you get this to work? I am trying to use a nav modifier to avoid NPCs colliding when walking around but it seems that the NPC is thrown off by it's own modifier making him shake constantly. Not sure if a nav modifier is the right approach for this.
@@GermanCarguy Hi been a long time since I worked on the project but I can tell you this, I think I ended up adding two nav modifiers, one inside where the AI or player mesh is and have it overlap so the ai can move and then have another that fits around the ai or player on block to stop any players or whatever from colliding. There is certainly better ways than that
@@gamedevpaddy I appreciate you taking the time to reply! I did figure out how to solve this by now. There is a simple checkbox that enables AI to avoid obstacles dynamically. No idea why this is not checked by default but it exists and works great. For anyone coming across this: It's called RVOAvoidance and can be checked in the NPC character. Cheers!
Hello Sir! Thank you always for your videos. I have a question, I am building a procedurally generated series of rooms. Is it possible to spawn a navmesh in runtime for each generated room? Or I thought of just making the navmesh huge but the rooms generate after pressing play and the navmesh is already built. So can I recalculate the navmesh during runtime?
I think it would be cool if you made a tutorial on a simple starting point for a Boat game! With just water and a driveble boat! And a minimap and a speedomiter!! and some ilands to make it look tropical
Thank you so much!!!! When I release my game, I will list you as a mentor!
Ryan Thank you so much I learn alot of
Really cool video as always. Thanks you very much.
Great video as always man! Do you know if there is a way to get nav mesh on walls? I want to make monsters that can crawl on the walls.
Make your wall thin, behind your wall add some plane superimposed with a distance just enough so it generate the nav mesh.. and for the ceiling if you make it thin enough too it work.. this plus the ninja character plugin for your Ai to walk on whe wall :)
Thank you for the great video! I have a question about nav mesh modifiers, is there anyway to create nav mesh data over a spawned object. If I have dynamic modifiers only and I add a modifier component to an object it goes around the object but doesn't try to find a way to go over it, is there anyway to do make it try and go over?
Can you talk about team sense? It's very, very important to me. Thank you
Are you know how i can do dynamic navMesh in UE 5.3. I want when i build something > navmesh rebuild.
I'm gonna try this out on my turn-based game, i'm trying to make sure the player moves around the AI when moving to a new location rather than trying to run through the AI. I think this might work if i use the Nav null modifer placed within the AI blueprint but make sure it doesn't block the AI from moving. The same goes for the player.
Did you get this to work? I am trying to use a nav modifier to avoid NPCs colliding when walking around but it seems that the NPC is thrown off by it's own modifier making him shake constantly. Not sure if a nav modifier is the right approach for this.
@@GermanCarguy Hi been a long time since I worked on the project but I can tell you this, I think I ended up adding two nav modifiers, one inside where the AI or player mesh is and have it overlap so the ai can move and then have another that fits around the ai or player on block to stop any players or whatever from colliding. There is certainly better ways than that
@@gamedevpaddy I appreciate you taking the time to reply! I did figure out how to solve this by now. There is a simple checkbox that enables AI to avoid obstacles dynamically. No idea why this is not checked by default but it exists and works great. For anyone coming across this: It's called RVOAvoidance and can be checked in the NPC character.
Cheers!
Hello Sir! Thank you always for your videos. I have a question, I am building a procedurally generated series of rooms. Is it possible to spawn a navmesh in runtime for each generated room? Or I thought of just making the navmesh huge but the rooms generate after pressing play and the navmesh is already built. So can I recalculate the navmesh during runtime?
maybe you found a solution but you can just change the navmesh to dynamic instead of modifiers only in project settings, that would help
ryan puts fire
AI be like: no I don't want to be in this bs (goes back to patroling)
I think it would be cool if you made a tutorial on a simple starting point for a Boat game! With just water and a driveble boat! And a minimap and a speedomiter!! and some ilands to make it look tropical