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!
@WerewolvenGames2 жыл бұрын
perfect bro, right on
@mossy3565 Жыл бұрын
God bless you man, concise and easy to follow tutorial. The world needs more people like you!
@JC-nx3lk7 ай бұрын
Very helpful, thank you. Without people like you, sharing information like this, I don't think I'd ever be able to finish the project I'm working on.
@franklimburns79385 ай бұрын
Thanks this worked great for my randomly generated dungeons
@TorQueMoD2 жыл бұрын
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.
@Anonymouse87083 жыл бұрын
There's a setting in Navigation Mesh Project Settings to make it update at certain intervals.
@WerewolvenGames3 жыл бұрын
Sweet, i'll have to check into that thanks!
@unrealdevop3 жыл бұрын
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....
@Cr4y7-AegisInquisitor2 жыл бұрын
Thank you for the possess on spawn hint!!
@BandersnatchGlass2 жыл бұрын
Thank you so much! I have been stuck on this for a week 😅
@WerewolvenGames2 жыл бұрын
right? that damn thing took me an age to finally figure out via patching together spotty tutorials, uff!! glad it helped!!
@UltimatePerfection Жыл бұрын
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.
@vegitoblue2187 Жыл бұрын
How do I go about visualizing what my navmesh would look like. Especially important in cases where modifiers are involved.
@tineasgia91242 жыл бұрын
thank you very much brother; you helped me a lot
@magegames62026 ай бұрын
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
@giperborey19803 жыл бұрын
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.
@najkraemer31172 жыл бұрын
hey, same problem, did you ever find a fix? thanks :)
@giperborey19802 жыл бұрын
@@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.
@najkraemer31172 жыл бұрын
@@giperborey1980 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
@Kenneth_Molotov3 ай бұрын
i changed the navigation invoker in navigation tile generation radius ... removal radius change that and it will extend
@mic007129 Жыл бұрын
What happens if 10 enemies are close together, will the NavMesh be calculated 10 times for the same area?
@PrintedB Жыл бұрын
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.
@frontlinegamesseries2 жыл бұрын
Bless you, good Sir!
@cgkrab2 жыл бұрын
Hmm would be great, but it seems to make AI movement extremely Jittery for some reason. Any ideas?
@АлександрСтанков-ь5ю3 жыл бұрын
So underated
@MrSmith013 жыл бұрын
Good stuff, thanks a lot!
@WerewolvenGames3 жыл бұрын
Glad you liked it!
@svens3722 Жыл бұрын
is this generated nav mesh only for the bp which invoked it or can i spawn another skeleton without nav invoker besides him and he can also use it?
@clebo993 жыл бұрын
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).
@gamethingstuff2 жыл бұрын
Thanks bro
@coffeediction2 жыл бұрын
thanks, and damn this was so easy
@joshnevel150411 ай бұрын
Thank you
@nand-studios11 ай бұрын
OMG THX
@NostromoVA2 жыл бұрын
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.
@TarasHornik2 жыл бұрын
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.
@Utopia2023Game2 Жыл бұрын
Thank u
@50shadesofgreen342 жыл бұрын
doesnt work
@mucahitklc9267 Жыл бұрын
Thankss
@donvalette35895 ай бұрын
this is the problem with unreal, it has too many features. this worked wonderfull in UE5 5.4 and not only that but it was really really easy to set up. just remember to no set the numbers equally.
@gruddie52692 жыл бұрын
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.
@tonetfal Жыл бұрын
On 1:13 he says that it's applicable for AI spawned on runtime if you change a setting he talks about.
@gruddie5269 Жыл бұрын
@@tonetfal It's been a while so I am not sure how I missed that, but it definitely looks like I did. Thank you