PSUnreal Navigation Meshes

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Revision as of 21:35, 24 May 2022 by Talad (talk | contribs)
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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 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, 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
  3. 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