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

  1. [ CHOSEN!! ] One NavMeshBoundsVolume for each of the submap, stored in the submap itself
    1. Load the P-level, and loaded ALL the submaps and rebuild paths
    2. The navmesh is stored in each sublevel
    3. If I open a submap, the navmesh is displayed
    4. If I run the game from the P-Level, the NPC moves properly within the same map
    5. The NPC CAN cross the map borders
  2. One NavMeshBoundsVolume for each of the submap, stored in the submap itself
    1. Load the P-level, and loaded ONE submap at time and rebuild paths
    2. The navmesh is stored in each sublevel
    3. If I open a submap, the navmesh is displayed
    4. If I run the game from the P-Level, the NPC moves properly within the same map
    5. The NPC CANNOT cross the map borders, there is a visibile gap between the two maps in terms of navmesh
  3. One NavMeshBoundsVolume for each of the submap, BUT all NavMeshBoundsVolume in the P-level
    1. Load the P-level, and rebuild paths
    2. All navmeshes are stored in the P-level umap file
    3. If I open a submap, the navmesh is not displayed
    4. If I run the game from the P-Level, the NPC moves properly within the same map (HAD TO DELETE THE BUILTDATA FILES!!)
    5. The NPC CAN cross the map borders
  4. One NavMeshBoundsVolume for each of the submap, stored in the submap itself
    1. Load each sub map and rebuild paths
    2. The navmesh is stored in each sublevel
    3. If I open a submap, the navmesh is displayed
    4. If I run the game from the P-Level, the NPC CANT move