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Pathfinding | Feature Request #3
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Was far easier than what I thought, only took one line: https://youtu.be/ymrpCLrZKtg |
Awesome! Soon I'll test if everything works with navmesh invokers too (e.g. for large terrain, where we don't want to actively rebuild navmesh for whole map, but only around moving invokers, e.g. NPCs). |
Navmesh invoker test, seems to work fine: https://www.dropbox.com/s/vdztjqenmfgiw1l/Video%202017-09-19%2019-44-10.mp4?dl=0 |
Thanks! The only thing that's missing now is having the possibility to generate collisions from different positions, because we don't want AI falling through the map. |
I'm creating an issue as suggested by author. For now, dynamic Navmesh doesn't react to changing voxel terrain.
It would be great to have a pathfinding working with voxel terrain, as this is a crucial feature for most games. What we know for now is that it's probably possible to make UE Navmesh work with dynamic voxels, example: https://www.youtube.com/watch?v=a9c8lvTLUoI
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