Home Game Development unreal 4 – How to extend vertical Nav Mesh detection for AI Actors? Using Default Query Extent?

unreal 4 – How to extend vertical Nav Mesh detection for AI Actors? Using Default Query Extent?

0
unreal 4 – How to extend vertical Nav Mesh detection for AI Actors? Using Default Query Extent?

[ad_1]

For my swimming AI, I want to use a Nav Mesh, so they could keep away from obstacles and swim up and down – ideally.

I figured I ought to attempt to clear up this with a nav mesh, since UE4 has kindly applied it for us.

To keep away from having the Enemy Fish follow the “floor” of the map, I must improve the Query Extent, which is testable with a Navigation Testing Actor (see photos under).

So what I did:

  • Add Nav Mesh Bounds quantity;
  • Add AI Actor with Character Movement Component;
  • Increase Default Query Extent in Project Settings (Engine > Navigation System).
  • No Profit?

Increasing the Default Query Extent, below Agents, will increase it alongside the optimistic and adverse Z-Axis, which is unlucky, since I would love the AI to prioritize the underside Nav Mesh floor.


I’ve hooked up two screenshots showcasing the “dangerous” behaviour, which I wish to circumvent.

The blue Bounding Box, showcases the Extent, which is scaled in each instructions, vertically. Preferably, I wish to transfer it down, relative to the Nav Agent.

The blue bounding box is the Extent

To hit the purpose house, here’s what occurs when the enemy swims beneath some platform (For simplicity, being the dice):

Bad behaviour of Default Query Extent

So my query to you good folks is: how would I decrease the Nav Mesh detection, with out growing the actor dimension, or one thing reasonably foolish. Is there a clear approach of getting the “Enemy Fish” ignore the highest platform as a lot as potential, with out utilizing a Nav Modifier Volume ?

[ad_2]

LEAVE A REPLY

Please enter your comment!
Please enter your name here