#yeah its a copy paste from engine code
1 messages · Page 1 of 1 (latest)
Better to make a thread I think.
Let's start by the beginning: the poly you get from the nav link, when you debug draw it, does it make sense? does it look correct?
The poly from the navlink has 2 vertices which seem to mostly correspond with the endpoints of the link
It doesnt seem to account for the Z axis difference, the connected mesh is offset by 30 units upwards, but the link location only has a Z of 1, might be correct though
Its still all the same tile and the step height is more than 30 units
Ummm I find very strange you end up with a poly of 2 nav links. If you are getting a poly ref form the nav, it should have 3 or more vertices. The link itself doesn't exists in the nav data aside "poly ref A points to poly ref B"
About the Z axis, not sure tbh
I think the navlink is a unique poly, which is why there is the dtpolytype enum, to identify if it is an offmesh polygon or a normal one
So I tried walking through the polys from the path corridor of a path that walks the same navlink, it seems the data is distinctly different between the one I found this way vs the other one, even though the poly points are very similar
umm interesting. I'm a bit overloaded now but super curious about trying what you are trying.
Any chance you can post here the code you use to finde the poly etc:?
So ive figured out this is not a default navmesh issue. After some digging it turns out this happens due to world partition and/or streaming navmesh. I'm not quite sure what exactly is going wrong
The code I've written for finding these polys works as expected if its run at the correct time when everything is loaded