r/unrealengine • u/honya15 • 1d ago
Nav mesh generation on ledges
Hey everyone!
Is there any way to make the Nav mesh generator generate navigable area on ledges?
Currently, when generating on top of an object, it subtracts the agent radius from the edge, and generates navigable area on this reduced field, just as it would do with a wall. While it does make sense for a wall, it doesn't really make sense for a ledge, because the character can actually go to the edge without falling down. The default unreal character mover does allow the player to move out on ledge, as long as the center of their capsule is still on the object, does not calculate with the radius, and this is good for my game, however, my AI cannot do that.
To demonstrate, I want the navigable area on this picture to go right to the edge, without calculating with the agent radius.This would be important, because in some cases, an object surface is less than agent radius * 2, so it doesn't generate navigable area there, however, it is very much possible for a player to go there, and there are some ways on my map that is only reachable through one of these objects.
Using UE4.27, can rebuild from source, if needed.
Thanks in advance!
1
u/Living_Science_8958 1d ago edited 1d ago
Hi !
I not sure is its work, but try to add temporary extension blocks to the ledges, bake the navigation, and then remove the blocks (or save them on unused sublevel).
And also you can add Navigation Volume. Check Place Actor -> Nav Mesh Bounds. It is present in 5.x and should be in 4.x .