PSUnreal Navigation Meshes: Difference between revisions
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=== Tests Performed === | === Tests Performed === | ||
# [ CHOSEN!! ]One NavMeshBoundsVolume for each of the submap, stored in the submap itself | # [ CHOSEN!! ] One NavMeshBoundsVolume for each of the submap, stored in the submap itself | ||
## Load the P-level, and rebuild paths | ## Load the P-level, and loaded ALL the submaps and rebuild paths | ||
## The navmesh is stored in each sublevel | ## The navmesh is stored in each sublevel | ||
## If I open a submap, the navmesh is displayed | ## If I open a submap, the navmesh is displayed | ||
##If I run the game from the P-Level, the NPC moves properly within the same map | ##If I run the game from the P-Level, the NPC moves properly within the same map | ||
##The NPC CAN cross the map borders | ##The NPC CAN cross the map borders | ||
# One NavMeshBoundsVolume for each of the submap, BUT all NavMeshBoundsVolume in the P-level | # One NavMeshBoundsVolume for each of the submap, stored in the submap itself | ||
##Load the P-level, and loaded ONE submap at time and rebuild paths | |||
## The navmesh is stored in each sublevel | |||
## If I open a submap, the navmesh is displayed | |||
##If I run the game from the P-Level, the NPC moves properly within the same map | |||
##The NPC CANNOT cross the map borders, there is a visibile gap between the two maps in terms of navmesh | |||
#One NavMeshBoundsVolume for each of the submap, BUT all NavMeshBoundsVolume in the P-level | |||
## Load the P-level, and rebuild paths | ## Load the P-level, and rebuild paths | ||
## All navmeshes are stored in the P-level umap file | ## All navmeshes are stored in the P-level umap file |
Revision as of 21:44, 24 May 2022
Setup
1 Persistent level (P-level) containing the lights and the skybox
a number of sublevels , with geometry and landscape
Project Settings -> Navmesh generation Static
General findings
The size of the navmesh is about 5Mb for a landscape level with 127x127 cell size, and cell number 10 = 127000
The navmesh is stored in the .umap file and not in the .BuiltData file.
Tests Performed
- [ CHOSEN!! ] One NavMeshBoundsVolume for each of the submap, stored in the submap itself
- Load the P-level, and loaded ALL the submaps and rebuild paths
- The navmesh is stored in each sublevel
- If I open a submap, the navmesh is displayed
- If I run the game from the P-Level, the NPC moves properly within the same map
- The NPC CAN cross the map borders
- One NavMeshBoundsVolume for each of the submap, stored in the submap itself
- Load the P-level, and loaded ONE submap at time and rebuild paths
- The navmesh is stored in each sublevel
- If I open a submap, the navmesh is displayed
- If I run the game from the P-Level, the NPC moves properly within the same map
- The NPC CANNOT cross the map borders, there is a visibile gap between the two maps in terms of navmesh
- One NavMeshBoundsVolume for each of the submap, BUT all NavMeshBoundsVolume in the P-level
- Load the P-level, and rebuild paths
- All navmeshes are stored in the P-level umap file
- If I open a submap, the navmesh is not displayed
- If I run the game from the P-Level, the NPC moves properly within the same map (HAD TO DELETE THE BUILTDATA FILES!!)
- The NPC CAN cross the map borders
- One NavMeshBoundsVolume for each of the submap, stored in the submap itself
- Load each sub map and rebuild paths
- The navmesh is stored in each sublevel
- If I open a submap, the navmesh is displayed
- If I run the game from the P-Level, the NPC CANT move