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
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
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".