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    Cannot see collision meshes

    Hi!

    I have a map that I made using the November build. I added a few pylons and got the collision meshes working. Now, using the December build my path finding is not working and I suspect that the nav meshes are somehow broken.

    The thing is, I cannot for the life of me get the collision meshes to show up in the editor. I have rebuilt the whole map several times and tried to move around the pylons but I get no visual representation of the collision meshes (or navmeshes, whatever they are called). I've heard that I have to press "P" to get them to show, but this does not seem to help. Is there some place in the UI that shows whether or not the drawing of collision meshes is on? Like a switch that the shortcut "P" controls? Anything else I need to do to get the meshes to show up? My viewport is not in "game mode".

    Thank you!

    EDIT: Okay I found the UI setting, Viewport menu -> Show -> Paths. However, even with this setting checked, I still get no collision meshes. Any ideas?

    EDIT2: Allright, now I know I'm doing something wrong. I created a new empty level, made a platform with BSP, added a pylon and a player start on top of it, rebuild everything and still no collision meshes. If I open a map from Dungeon Defense, voila, collision meshes show up.

    #2
    One more thing that I noticed. I reverted to an older version of my map, made with the November build of the editor. The meshes show up. However, if I rebuild the paths they disappear. I have made no other changes to the pylons or the geometry. Has the building of paths somehow changed in the December build since it seems to break my navmeshes? The same thing happens in the Dungeon Defence map.

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      #3
      Okay, further development. If I put the pylon underground, just beneath the ground surface, it will generate a very small mesh above the pylon.

      I uploaded a picture of it:



      I still get no mesh though, if I put the pylon above the ground.

      Comment


        #4
        Seems that other people are having the same problem: http://utforums.epicgames.com/showthread.php?t=754656

        It works for me in the mobile editor as well, but not in the normal editor.

        Comment


          #5
          Maybe its just me , but the last build seems buggy and unstable. After installing and resuming my work, i noticed that it seemed to thread lock everything else i was trying to do. For eg : in previous builds i have had no problems running my paint tools , 3ds, and UDK at the same time , toggling between them all and working away flawlessly. However the last build seems to choke hold all other apps except UDK. And amongst other things , a few other **buggy** aspects have appeared as well. I am sticking to the Nov 09 build myself, by far the most stable of all the versions i have toyed with so far.

          But be warned, im prety noob at UDK, so im just relaying my experiences *using* the tool.

          Comment


            #6
            I'm afraid you might be right. Could we maybe get some semi-official word on this?

            Is there really a bug preventing you from creating navmeshes in the December beta? I think it is a pretty big issue, but of course I'd like to make sure that I'm not doing something wrong before dismissing this as a bug in the engine.

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              #7
              I confirm the same problems

              Comment


                #8
                There really is some problem with this in december. If you check the logs it says:
                Code:
                WARNING! Could not align pylon Pylon_1 onto grid!  It may be out of phase with the mesh, and fail to link with adjacent pylons.
                Which you normally get when the pylon is too far above or below the ground. But no matter how I tweak the location of the pylon it gives the same error.
                Sounds like an easy fix for Epic.

                Comment


                  #9
                  might want to check that you have the debug boxes checked within the pylon settings, and that you have them set to snap to grid in the editor. Not sure if that will help with you issues, if it doesn't you might want to check out these pages: http://udn.epicgames.com/Three/Navig...Reference.html
                  http://udn.epicgames.com/Three/Using...ionMeshes.html
                  http://udn.epicgames.com/Three/NavMe...lCreation.html
                  http://udn.epicgames.com/Three/Navig...Debugging.html

                  Comment


                    #10
                    Originally posted by Hellclown View Post
                    might want to check that you have the debug boxes checked within the pylon settings, and that you have them set to snap to grid in the editor. Not sure if that will help with you issues, if it doesn't you might want to check out these pages: http://udn.epicgames.com/Three/Navig...Reference.html
                    http://udn.epicgames.com/Three/Using...ionMeshes.html
                    http://udn.epicgames.com/Three/NavMe...lCreation.html
                    http://udn.epicgames.com/Three/Navig...Debugging.html
                    Well the case of most people here that isnt the problem at all. Since in my case the exact same map used in November works without a hitch. So it's definetly a bug.

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                      #11
                      Might want to have a look at the Scout classes in November versus December, I think there were some changes made to the default Scout setup

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                        #12
                        Blade, is this Scout thing something that the editor uses? I see that it extends from Pawn. Don't really see how it fits into the process. We are talking about the editor having problems generating navmeshes.

                        Or do you mean something else than the UnrealScript class when you say "Scout"?

                        Comment


                          #13
                          yup, that's what i mean. It uses the parameters setup in UTScout (subclass of Scout) by default, for mesh generation.

                          Looks like in October, the NavMeshGen_StartingHeightOffset was default 150, in December, it's default 72. Maybe tweaking that might help.

                          Comment


                            #14
                            This does not seem to be a problem in the Scout classes. I went as far as replacing the classes Scout and UTScout with Novembers' versions of the classes, but still no luck.

                            Please Epic, fix this ASAP.

                            Comment


                              #15
                              Really hope Epic has noticed this >_> Would hate for the issue to still be present in the next build.

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