Errors in Running the client: Difference between revisions
|  Created page with "=== NavMesh (Navigation Mesh) doesnt show ===  In Editor press P to see the navigation mesh  In game use console -> show navigation  If you dont see the navigation mesh, try t..." | No edit summary | ||
| (2 intermediate revisions by the same user not shown) | |||
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| If you dont see the navigation mesh, try to edit the size slightly, and it will automatically recalculate it. There is no need to do "Calculate Navigation Paths". | If you dont see the navigation mesh, try to edit the size slightly, and it will automatically recalculate it. There is no need to do "Calculate Navigation Paths". | ||
| I had these in my DefaultEngine.ini and were causing the problem: | |||
|   [/Script/NavigationSystem.RecastNavMesh] | |||
|   AgentMaxSlope=69.428574 | |||
|   AgentMaxStepHeight=78.338669 | |||
|   CellHeight=1.000000 | |||
|   AgentMaxHeight=400.000000 | |||
|   RuntimeGeneration=Dynamic | |||
|   bDrawPolyEdges=True | |||
| I left only this one and it started to work: | |||
|   RuntimeGeneration=Dynamic | |||
| === NavMesh (Navigation Mesh) creates roof, character flies === | === NavMesh (Navigation Mesh) creates roof, character flies === | ||
| I had a problem where the sewer level was imported as a single object and the collition mesh was very big, this was messing up the navmesh calculations, and so a "fictional" roof was created, this made my character walk on an invisible roof in game. I had to change the sewers mesh to have "Use complex collision as simple". | I had a problem where the sewer level was imported as a single object and the collition mesh was very big, this was messing up the navmesh calculations, and so a "fictional" roof was created, this made my character walk on an invisible roof in game. I had to change the sewers mesh to have "Use complex collision as simple". | ||
| === Couldn't find file for package === | |||
| Had an issue with InteractableActors/InteractableActor when I reparented the class, and for some reason the reference was still in some files, even if the class was not referenced anymore in the editor. I was getting a Couldn't find file for package.  | |||
| Solution was to search the references by enabling extensive logging to DefaultEngine.ini: | |||
|   [Core.Log] | |||
|   LogStreaming=Verbose | |||
|   LogConfig=Verbose | |||
|   LogProperty=Verbose  | |||
| After you know which bp is responsible, open it with editor, File -> "refresh all nodes". This worked also with map levels, open the level BP and refresh nodes. | |||
Latest revision as of 18:22, 16 December 2021
In Editor press P to see the navigation mesh
In game use console -> show navigation
If you dont see the navigation mesh, try to edit the size slightly, and it will automatically recalculate it. There is no need to do "Calculate Navigation Paths".
I had these in my DefaultEngine.ini and were causing the problem:
[/Script/NavigationSystem.RecastNavMesh] AgentMaxSlope=69.428574 AgentMaxStepHeight=78.338669 CellHeight=1.000000 AgentMaxHeight=400.000000 RuntimeGeneration=Dynamic bDrawPolyEdges=True
I left only this one and it started to work:
RuntimeGeneration=Dynamic
I had a problem where the sewer level was imported as a single object and the collition mesh was very big, this was messing up the navmesh calculations, and so a "fictional" roof was created, this made my character walk on an invisible roof in game. I had to change the sewers mesh to have "Use complex collision as simple".
Couldn't find file for package
Had an issue with InteractableActors/InteractableActor when I reparented the class, and for some reason the reference was still in some files, even if the class was not referenced anymore in the editor. I was getting a Couldn't find file for package.
Solution was to search the references by enabling extensive logging to DefaultEngine.ini:
[Core.Log] LogStreaming=Verbose LogConfig=Verbose LogProperty=Verbose
After you know which bp is responsible, open it with editor, File -> "refresh all nodes". This worked also with map levels, open the level BP and refresh nodes.