Fully Dynamic NavMesh And Navigation Invokers; UNREAL ENGINE

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  • Опубликовано: 24 ноя 2024

Комментарии • 5

  • @Art-Revolt
    @Art-Revolt 6 месяцев назад +2

    Thank you so much for this Quick but useful example of a dynamic Nav Mesh system! This was inspiring, thank you!

  • @lz4090
    @lz4090 6 месяцев назад +1

    Wow, i see nav invokers. cool
    I think the issue you showed here regarding the extent is akin on topdown setup wherein you have to click on the far side of the map or screen. But for FPS locomotion i think this is not a problem, even if the AI with its own invoker is far from me?
    thanks

    • @GamingDev2020
      @GamingDev2020  6 месяцев назад +1

      Hello,
      Yes, the Navigation Invokers are usually used for games where you click for the player to move across the map (i.e. Diablo, Titan Quest etc...). In First Person Shooter games, the NavMesh is mostly for the AI Characters because the Player Character is using direct input from the Player Controller (i.e. if you hold the walk button, the player will simply walk in that direction until you let go of the walk button. This doesn't require navigation). But you would still use the NavMesh for the AI Characters, and it could it be 'Static', or 'Fully Dynamic' (with or without Invokers), or 'Dynamic with NavMods Only', which ever one is best suited for your game/level.
      Hope this helps!

  • @arigura2803
    @arigura2803 Год назад +2

    Can you help me? Project for phones on UE 5.3 I have everything turned on, but the dynamic nav mesh does not work. When I use invokers, the nav mesh stays in place and does not move with them.

    • @GamingDev2020
      @GamingDev2020  Год назад +4

      Hi, I made a quick video showing how to create the Navigation Invokers from scratch in UE5, Target Platforms - Mobile:
      ruclips.net/video/uYftldT_CY0/видео.html
      Hope this helps!