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    NavMesh/AI Question

    Hello,
    Problem: In game level is molded and created out of static meshes the user/player creates in a TD style environment. As you can imagine the AI gets stuck on all sorts of walls - I assume this is because the walls/buildings are not part of the original NavMesh (To my understanding this is how the pathing works).

    Question: I'm wondering if a 'on the fly' or at least a in game trigger that cuts to loading screen and generates a new NavMesh as the in game environment is player generated.
    I have searched far and wide and can't seem to find out if a in game NavMesh generator is possible, If there is some obvious post I've missed I offer my apologies and would love a nudge or even just a link in the right direction.

    Thanks in advance, Flethgin

    Edit: Map is Tile based and 'Straight Edge' movement without moving diagonally is acceptable if this offers another avenue for a solution.

    #2
    dynamic nav mesh obstacles?

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      #3
      Sorry for the late reply, Dynamic nav mesh's seem to be my bane at the moment - Can't get them to activate for the life of me, They don't appear to manipulate the Nav Mesh at all. Every post I find just seems to tell me they have not been properly implemented yet.
      I have gone over each setting time and time again and I can't seem to get them to work at all. Is there some common setting I may be missing?
      Thanks in advance

      Using --> http://udn.epicgames.com/Three/Devel...hObstacle.html
      && http://udn.epicgames.com/Three/Navig...icalGuide.html

      Edit: Using 2013/02 build of udk - Perhaps it has to do with the NavMeshObstacle not being registered?

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        #4
        hmm I need a dynamic NavMesh obstacle arround my player to prevent the AI from getting too close and "walking inside the first person view". So has anyone done something like that before?

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          #5
          Assuming your player isn't using the navmesh for a modded movement style, Is it not just a matter of attaching the Dynamic navmesh obstacle to a looping event continuously updating itself to the players location?
          Or is the 'Dynamic Navmesh Obstacle' not that Dynamic :/

          Edit: http://forums.epicgames.com/threads/...id-other-pawns may be of some use.

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            #6
            Well thanks for pointing this out, but there was no solution posted in that thread as far as I am aware! ^^

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