#Hello. I have a small problem with
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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.
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.
Yes, there is Can Character Step Up On or something like that, I have it disallowed already, so not sure what else could be interfering
For now it is still a prototyping project - I don't have good animations or anything, so I went with a solution to just teleport the AI back to any viable position enar the chair. It doesn't have to look good, but I want it to at least work - and an npc getting stuck between the chairs interferes with other things
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.
But by teleporting to a position in front of the chair you should get away from both the issues of getting placed inside the chair AND getting stuck between chairs, right?
Huh, I didn't know that
In theory, but then it can get blocked in...
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
Sounds like a good idea!
Hmmm, were you talking about "IsDynamicObstacle"? I thought it is suposed to be used on things that move frequently
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.
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
A bunch? You just need 1 per chair, right?
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
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
Weird naming though
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.
They probably conflated two things in one setting at some point