Errors in Running the client: Difference between revisions

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Created page with "=== NavMesh (Navigation Mesh) doesnt show === In Editor press P to see the navigation mesh In game use console -> show navigation If you dont see the navigation mesh, try t..."
 
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If you dont see the navigation mesh, try to edit the size slightly, and it will automatically recalculate it. There is no need to do "Calculate Navigation Paths".
If you dont see the navigation mesh, try to edit the size slightly, and it will automatically recalculate it. There is no need to do "Calculate Navigation Paths".


I had these in my DefaultEngine.ini and were causing the problem:
  [/Script/NavigationSystem.RecastNavMesh]
  AgentMaxSlope=69.428574
  AgentMaxStepHeight=78.338669
  CellHeight=1.000000
  AgentMaxHeight=400.000000
  RuntimeGeneration=Dynamic
  bDrawPolyEdges=True
I left only:
  RuntimeGeneration=Dynamic


=== NavMesh (Navigation Mesh) creates roof, character flies ===
=== NavMesh (Navigation Mesh) creates roof, character flies ===


I had a problem where the sewer level was imported as a single object and the collition mesh was very big, this was messing up the navmesh calculations, and so a "fictional" roof was created, this made my character walk on an invisible roof in game. I had to change the sewers mesh to have "Use complex collision as simple".
I had a problem where the sewer level was imported as a single object and the collition mesh was very big, this was messing up the navmesh calculations, and so a "fictional" roof was created, this made my character walk on an invisible roof in game. I had to change the sewers mesh to have "Use complex collision as simple".

Revision as of 19:24, 13 April 2020

NavMesh (Navigation Mesh) doesnt show

In Editor press P to see the navigation mesh

In game use console -> show navigation

If you dont see the navigation mesh, try to edit the size slightly, and it will automatically recalculate it. There is no need to do "Calculate Navigation Paths".

I had these in my DefaultEngine.ini and were causing the problem:

 [/Script/NavigationSystem.RecastNavMesh]
 AgentMaxSlope=69.428574
 AgentMaxStepHeight=78.338669
 CellHeight=1.000000
 AgentMaxHeight=400.000000
 RuntimeGeneration=Dynamic
 bDrawPolyEdges=True

I left only:

 RuntimeGeneration=Dynamic

NavMesh (Navigation Mesh) creates roof, character flies

I had a problem where the sewer level was imported as a single object and the collition mesh was very big, this was messing up the navmesh calculations, and so a "fictional" roof was created, this made my character walk on an invisible roof in game. I had to change the sewers mesh to have "Use complex collision as simple".