Built nav mesh last night 500k+ load.. Figured that was what everyone did.. Took like 6 hours and i find this video and will fix it in 2 minutes lol.. Thanks bud!
This was so helpful I was wondering how I could have my enemies all over and not roam the full nav mesh bounds but only certain locations this was just what I needed
Yes, the navigation invoker updates. That’s literally what it does. So the two radiuses that you said, you didn’t know what the difference between them was; the first one is how far away from the ai will the navigation be generated and then the second one is removing those generated tiles after the character leaves the area. So you don’t want them set to the same distance, you probably want to add an extra thousand to the removal radius as padding. Otherwise, it may remove tiles, at the same rate, it’s generating them and you could run into an issue where you’re a I won’t be able to move anymore. Secondly, they nav mesh volume is still generating the navigation tiles, but they’re not rendered unless there’s a navmesh invoker present. So you can just throw one giant volume around your entire level and you will be good to go. Finally, you will also want to add an invoker to your player character, otherwise the ai might not be able to reach your player if there is not a connection between their tiles and the player. Unless, of course you want to limit them to a specific radius that they won’t be able to see the player or rather move to the player until you are inside that radius. Personally, I add one to my player character, but I make it smaller; around 1000 units which, yes, are both centimetres and unreal units. They are the same thing.
I've been looking like this for a while. I did have a question about what you ended the video on with regards to a wandering/chasing character. Does my Invoker radius need to be larger than the GetRandomPoint radius (I'm assuming yes).
I hope there paintable in the near future. Or have an online player/developer to ai ,record, assessments with a streaming library of functional pros/cons!!
Thanks man, I feel like an idiot....I thought something was wrong with my navmesh settings....my maze is randomly generated at startup and I was trying to use a static navmesh....
Does this tutorial work for UE5 or only UE4? I am making a semi-open world 3d platformer (think Sonic Frontiers/Sonic Adventure) and need that for the enemies.
Great tutorial, thank you! Question: if I spawn static meshes (like the bodies of dead zombies) will the nav mesh recalculate? I want to have the bodies stack up, but allow the other zombies to climb over them.
Yeah, but you gotta change Runtime Generation to Dynamic and play with the values of Tile size UU at the Generation tab(smaller value means better quality of navmesh) and probably with Agent Max Slope. All of them are in project settings. Hope this helped.
Hello. Thanks for the lesson. But I didn't find the answer to one question for myself. I'm making a runner, where tiles are spawned as usual, and obstacles and enemies are on them. So these enemies don't want to go to the player. At the start, everything works if I just put a blueprint with an enemy in the place where a new tile should spawn, but when the enemies themselves spawn together with the tiles, Navigation Invoker apparently does not work. The main canopy is large and covers the entire necessary area. I will be very grateful for any hint.
@@najkraemer3117 I have solved it, but a lot of time has passed already. If I remember correctly, it should be touch “can be main nav data” checkbox in project settings.
@@boundlessunrealengine9467 ill check it out, thanks for the quick answer. ive changed it so that the enemies or jsut objects that spawn and move in the direction they were programemd to xD
If you place the invoker component on your player controller, it will only generate the navigation on your player as you move. I wouldn't place it directly on the ai since the calculations will stack per how many pawns have the component calculating inside the navmeshbounds.
If this doesn't work on enemies loaded at runtime, you should make that clear in the title. That seems pretty important, and makes whatever else you are talking about useless to most people.