Was wondering why are navmesh in UDKs fussy and I can't quite understand the lines/colours of the generated mesh.
Below are 2 setups. one works and one does not ( which means the AI manage to pathfind ). exactly same mesh.
The right side one utilizes another pylon with re-cast disabled.
http://udn.epicgames.com/Three/Navig...Debugging.html
Navmesh Path Debugging page doesn't seems to make sense, there are no mention of what the blue lines ( crosses ? ) are for?
It also doesn't mention why it's it's building it in a weird way.
Can someone tell me why is the right one working and the left doesn't. ?
Below are 2 setups. one works and one does not ( which means the AI manage to pathfind ). exactly same mesh.
The right side one utilizes another pylon with re-cast disabled.
http://udn.epicgames.com/Three/Navig...Debugging.html
Navmesh Path Debugging page doesn't seems to make sense, there are no mention of what the blue lines ( crosses ? ) are for?
It also doesn't mention why it's it's building it in a weird way.
Can someone tell me why is the right one working and the left doesn't. ?
Comment