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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 Boundsquantity; - Add AI Actor with Character Movement Component;
- Increase
Default Query Extentin 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.

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

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 ?
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