StOneDOes Posted October 3, 2023 Share Posted October 3, 2023 Some 6-8 months ago I had successful navigation on terrain, but it seems that something has changed and has broken what I had working. I was originally working off what I had here in this thread: The first sign that something had changed was that Model::SetNavigationMode() no longer exists and had to remove it to make the program compile. So the issues I've found so far are: CreateNavMesh() has been changed and now seems to always create the same size mesh no matter the size parameter that I enter I have had to change around the order of positioning the model, nav agent, and attaching the nav agent to the model to make them not appear at pos (0,0,0) I have to position the objects above the terrain, and they appear to just hover, not actually sit on it like they used to Whether NavAgent::Navigate() returns true or false, the object does not appear to move at all Does anyone have a working sample of terrain navigation with the current release? Any help appreciated thanks. 1 Quote Link to comment Share on other sites More sharing options...
StOneDOes Posted October 5, 2023 Author Share Posted October 5, 2023 Since this was moved to bug reports, does this mean that you are aware of some issues already? Just wondering, because the reason I didn't create the thread here is because I'm not sure if there have just been changes and I'm now doing it all completely wrong. Thanks. Quote Link to comment Share on other sites More sharing options...
Josh Posted October 5, 2023 Share Posted October 5, 2023 It means I am busy testing an AMD card today, probably all day, but I will get to this after. I am assuming there is probably some bug. 2 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted October 9, 2023 Share Posted October 9, 2023 The big change in the navmesh creation was that you now need to explicitly specify the number of tiles and voxels per tile. Before you inputted the overall size and voxel size, and it calculated the nearest power-of-two tile resolution. But this caused a lot of problems because not all values you could enter were valid, so integrating this into the editor was ugly because the user could input invalid values. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted October 9, 2023 Share Posted October 9, 2023 The example here works correctly, but I noticed that navmesh->SetDebugging(true) does not display a visible mesh: https://www.ultraengine.com/learn/CreateNavMesh?lang=cpp Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted October 9, 2023 Share Posted October 9, 2023 Stupid me...you have to press D in the example to show the nav mesh. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Solution Josh Posted October 9, 2023 Solution Share Posted October 9, 2023 Here it is working in the editor, with terrain. I had to make a fix because the volume height was being used for the agent height. This seems to be working correctly. If there is no more specific complaint I will mark this resolved. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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