Setting Up and Editing a Good Navmesh in Unreal Engine 5 - The Designer's Recourse

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  • เผยแพร่เมื่อ 27 ธ.ค. 2024

ความคิดเห็น • 19

  • @Dicerox1
    @Dicerox1 ปีที่แล้ว +3

    This is solid content! Not quite what I was looking for, but I can confirm that the methods work well as I've used them at my job. For those who don't know, you can also adjust the effect an actor has on the navmesh by changing the setting in the blueprint and using a collision shape as a dynamic obstacle to cut out navigation (at least that was possible in ue4). It's not ideal but it's a bit less work. It'd be way handier in the case of moving entities.
    Also, I love how the wood panel behind flutters in the wind xD

  • @Shrooblord
    @Shrooblord ปีที่แล้ว +4

    In case you want to have the AI jump on tables anyway: you can use NavMesh Linkers and implement their SmartLinks with some custom jumping behaviour in the AI to allow them to get on there :)
    Likewise, with doors, you can implement a SmartLink combined with a Timeline node for having the door open with an animation: set the AI to AI Move Mode NONE as soon as it hits the SmartLink's Bind Event, implement an Event Track in the Timeline with a key on the moment the door is fully open, and on hitting the 'door is open' Event, make the AI move again by resetting its movement mode to normal
    Now you can have blocking geometry you can still conditionally get around / on top of!

  • @wegotguns3325
    @wegotguns3325 2 ปีที่แล้ว +1

    Thanks for this, I just got started on navmesh today and you explain things great for someone who isnt a programmer like me.

  • @DuneGames
    @DuneGames 10 หลายเดือนก่อน

    Really good stuff! A friend told me about the Nav modifier recently. I hadn't thought about it in just this way. For your chair (not sure this works, haven't tried it myself) make it a blueprint such that you can add the modifier to it as a component, so that you don't have to do it each time. Also, I saw you had issues with aligning a mesh to a surface. With the modeling tool in UE5 you can change the pivot of a mesh, and if you align it to the lowest point of the mesh you can then use 'end' key to snap it to the floor each time you bring it onto a level map.

  • @THExRISER
    @THExRISER หลายเดือนก่อน +1

    Thank you.

  • @louthinator
    @louthinator 6 หลายเดือนก่อน

    Can you alter a navmesh during runtime? Because when it comes to that power box you can hide under, one option could be that it affects navmesh while a player isn't hiding under there so it doesn't start running into the box over and over again, but when the player triggers the hide under thing, then suddenly it no longer affects the navmesh so the monster will get close to it and drag the player out. I suppose you could put a box there that gets disabled upon activating the hide but would the navmesh update in real time?

  • @tara.rankoth
    @tara.rankoth ปีที่แล้ว

    You save my time. Thank you Daniel!

  • @ArathirCz
    @ArathirCz ปีที่แล้ว

    I need to test it myself but just quick thinking from the example you provided with the chair - It may be possible to create a blueprint with the chair and the NavMeshVolumeModifier so that you don't have to manually do it for each chair, but you would just place an instance of the blueprint (chair+navMod) instead of your chair static mesh.

  • @mirogaming08
    @mirogaming08 ปีที่แล้ว

    i was here for 1 thing and thx to u it works now its can ever affect navigation

  • @Jack66148
    @Jack66148 ปีที่แล้ว

    How to assignt different pawns different navmeshes?

  • @alfredchabdarov
    @alfredchabdarov 2 ปีที่แล้ว

    Thank you for the nice guide, nice video. Good luck.

  • @dangerousmindgames
    @dangerousmindgames 2 ปีที่แล้ว +1

    My navmesh is black when I press P. Is this why my AI NPC won't move anywhere? How do I fix this?

  • @jimmye3027
    @jimmye3027 ปีที่แล้ว

    This helped so much. Thank you!

  • @WavemStudios
    @WavemStudios ปีที่แล้ว

    Thanks for the tutorial

  • @mch43856
    @mch43856 ปีที่แล้ว

    Great tips thank you!

  • @1.1st
    @1.1st ปีที่แล้ว

    Thank u so much❤

  • @nassergreatdeveloper3745
    @nassergreatdeveloper3745 ปีที่แล้ว

    Thank you

  • @bachir9776
    @bachir9776 ปีที่แล้ว

    Merci beaucoup !!!

  • @christoferstenberg3920
    @christoferstenberg3920 2 ปีที่แล้ว +1

    The navmesh is where the AI can stand. The wide berth is cause it takes the radius of the capsule into account.