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Navigation Mesh
If you are using the default unreal navigation system (UNavigationSystemV1), then the navigation mesh is automatically rebuild after each dungeon generation if you setup your project as described below.
If you are not, then you'll have to handle it yourself in the Post Generation
event of the dungeon generator and you can ignore the rest of this page.
First, There is a project setting you must change if you want the navmesh to be rebuild properly.
Go to Project Settings > Engine > Navigation Mesh
and set the Runtime Generation
to Dynamic
:
Then, you need to place a Navmesh Bounds Volume
in your "master" level (the persistent level which contains your DungeonGenerator
actor).
Its location and size doesn't matter, it just need to be there.
Also, make sure that the RecastNavMesh-Default
automatically added to your level is properly set to Dynamic
.
After that, you can add a Navmesh Bounds Volume
in each of your room levels, and design your navmesh with obstacles, and nav link proxies as you would do normally.
Usually you would make the volume encompassing the whole room bounding box (red box).
The RecastNavMesh
settings does not matter in the room levels, since they will be destroyed at the generation and only the one in the persistent level will be used to rebuild the navmesh.
You can join the Discord server dedicated to this plugin if you want to share, help or ask questions about it.
Installation
Getting Started
Room Architecture
Door
Plugin Settings
Packaging
Dungeon Generator
Choose First Room Data
Choose Next Room Data
Continue To Add Room
Is Valid Dungeon
Occlusion Culling
Door Types
Room Initialization
Room Custom Data
Room Visitor
Room Observer
Console Commands
Multiplayer
Navigation Mesh
Geometry Brushes
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