Can you use a nav mesh volume in a blueprint? NavModifier component seems to just apply the NavArea effect to the entire actor. Edit: I ended up using several Child Actor Components of a simple actor with a Nav component. This enables me to have multiple volumes in one actor (the controls are limited, but I need only scale the volumes in my situation)
This is extremely helpful to me. Thanks so much for going over this stuff Mathew. I was having a bit of difficulty getting the AI to navigate within a playable area on a map I created that has some small hills, trees, rocks, and a cabin that can be entered. The only thing I am stuck on still is should the entire navmesh have any sort of breaks in it or should it be solid green with no artifacts other than what's blocked? I noticed mine is kinda a mess so I am aiming to fix it without having to change my map too much.
Great lesson Does anyone know how I could add a conditional Nav modifier? For example I don’t want people walking into traffic UNLESS they’re running from an attack. (Edit) Obstacles may be what I was looking for. Still don’t know how to make them conditional though.
Hi, Mathew! I have some questions: If you have a follower in a open world, do you need a gigantic NavMesh Volume? and if it is so, it is expensive in terms of memory or performance?
Can a mesh be turned into a nav modifier or are we stuck with the shapes given?
Can you use a nav mesh volume in a blueprint? NavModifier component seems to just apply the NavArea effect to the entire actor.
Edit: I ended up using several Child Actor Components of a simple actor with a Nav component. This enables me to have multiple volumes in one actor (the controls are limited, but I need only scale the volumes in my situation)
Nav component? What is that and how did you create it?
I wish to find something that can connect navmesh broken by the doorway. Heh... Thanks for the tutorial, it's interesting tool though
What about the nav modifier component?
This is extremely helpful to me. Thanks so much for going over this stuff Mathew. I was having a bit of difficulty getting the AI to navigate within a playable area on a map I created that has some small hills, trees, rocks, and a cabin that can be entered. The only thing I am stuck on still is should the entire navmesh have any sort of breaks in it or should it be solid green with no artifacts other than what's blocked? I noticed mine is kinda a mess so I am aiming to fix it without having to change my map too much.
Great lesson
Does anyone know how I could add a conditional Nav modifier?
For example I don’t want people walking into traffic UNLESS they’re running from an attack.
(Edit) Obstacles may be what I was looking for. Still don’t know how to make them conditional though.
awesome, thank you
Thank you for posting, I was wondering how to block off AI from walking a certain distance.
thank you
THanks
Hi, Mathew! I have some questions: If you have a follower in a open world, do you need a gigantic NavMesh Volume? and if it is so, it is expensive in terms of memory or performance?
boy i sure wish someone would answer this question
@@EthanFilms Look up Navigation Invokers. answers.unrealengine.com/questions/425015/what-is-the-lightest-way-to-use-navmesh-in-an-open.html
Hi! Anyone knows how to attract AI to some parts of navmesh like roads?