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Pathfinding | Feature Request #3

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Slavq opened this issue Sep 8, 2017 · 4 comments
Closed

Pathfinding | Feature Request #3

Slavq opened this issue Sep 8, 2017 · 4 comments
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@Slavq
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Slavq commented Sep 8, 2017

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

@Phyronnaz
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Was far easier than what I thought, only took one line: https://youtu.be/ymrpCLrZKtg

@Slavq
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Slavq commented Sep 16, 2017

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).

@Slavq
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Slavq commented Sep 19, 2017

Navmesh invoker test, seems to work fine: https://www.dropbox.com/s/vdztjqenmfgiw1l/Video%202017-09-19%2019-44-10.mp4?dl=0
To use navmesh invokers, check 'Generate Navigation Only Around Navigation Invokers' under 'Edit->Project Settings->Navigation System'. Then add Navigation Invoker component to AI character. You can also set tile generation/removal radius there.

@Phyronnaz
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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.

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