#Hello. I have a small problem with

1 messages · Page 1 of 1 (latest)

tall gorge
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For navmesh on top of the chair, there's a setting to disallow that. I'm not at my computer and I don't remember what it's called, but check under the Navigation settings on your mesh.

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For getting up from the chair, wouldn't you rather want them to get to a position just in front of the chair? If so, you can just fetch a position that's X distance in front of the chair.

lament flint
lament flint
tall gorge
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CanCharacterStepUpOn doesn't affect navigation actually, it just determines if a character can, well, take a "big" step up onto it. Think like a staircase or something.

tall gorge
lament flint
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Wait, I think I got an idea. Why won't I just save a location the npc was at when it reached the chair and tp there

tall gorge
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Sounds like a good idea!

lament flint
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Hmmm, were you talking about "IsDynamicObstacle"? I thought it is suposed to be used on things that move frequently

tall gorge
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Btw, I checked in UE now and I was wrong about a single property. I thought CanAffectNavigation could help here, but that just makes the navmesh completely ignore the mesh and go right through it. Though I think that's the setting I use at work, but there we don't use UE's own RecastNavMesh but instead Mercuna so that may be why 🤔
Anyway! You can add a NavModifier component to your chairs with AreaClass=NavArea_Null.

lament flint
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Yeah, I knew about the NavModifiers but thought it would be the last option, as adding a bunch of them for each chair seems bad

tall gorge
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A bunch? You just need 1 per chair, right?

lament flint
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Well yes but the Table actor is already busy with components related to building and blocking other things. Didn't want to add more on top of that if I could avoid it

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Yeah, checking this also unlocked area class, so I could set it to Null and there is no navmesh on the chairs. I guess I'll see in the future if this has any performance impact

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Weird naming though

tall gorge
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Huh, now it's my time to learn something new. Never seen that property before! Well if you already have a collision component then I'd use that setting instead of adding a NavModifier.

lament flint
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They probably conflated two things in one setting at some point