For my swimming AI, I want to use a Nav Mesh, so they could keep away from obstacles and swim up and down – ideally.
I figured I ought to attempt to remedy this with a nav mesh, since UE4 has kindly carried out it for us.
To keep away from having the Enemy Fish follow the “floor” of the map, I must enhance the
Question Extent, which is testable with a
Navigation Testing Actor (see photographs under).
So what I did:
Nav Mesh Boundsquantity;
- Add AI Actor with Character Motion Part;
Default Question Extentin Venture Settings (Engine > Navigation System).
- No Revenue?
Default Question Extent, beneath
Brokers, will increase it alongside the optimistic and destructive Z-Axis, which is unlucky, since I would love the AI to prioritize the underside Nav Mesh floor.
I’ve hooked up two screenshots showcasing the “dangerous” behaviour, which I wish to circumvent.
The blue Bounding Field, showcases the Extent, which is scaled in each instructions, vertically. Ideally, I wish to transfer it down, relative to the
To hit the purpose residence, here’s what occurs when the enemy swims beneath some platform (For simplicity, being the dice):
So my query to you good individuals is: how would I decrease the Nav Mesh detection, with out rising the actor measurement, or one thing somewhat foolish. Is there a clear method of getting the “Enemy Fish” ignore the highest platform as a lot as doable, with out utilizing a
Nav Modifier Quantity ?