uesvon
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3D navmesh generation and pathfinding plugin for UnrealEngine
Strangely, sometimes the path found goes through impenetrable objects. 
Navigation volume is built correctly. However, pawn is wrongly cognised so the immediate path cannot be found.  There should be robust way to find the pawn. More importantly, for...
If a pawn is placed in the world, the immediate path can be found (provided a second long delay first applies) but then `SVON Move To Location or Actor` does...
Suggestion: make a simple scenario and publish it step-by-step: for example, make SVON volume - locate pawn - set destination - find navigation path and show it. Because of the...
Right now "Pawn is not inside an SVON volume, or nav data has not been generated" sounds too general. `HasNavData` can provide exact reason for error, so already known information...
- Blueprint function to get a random navigable point within input sphere and/or box (for patrol behaviours) - Blueprint function to check if a given point is within navigable bounds...
Like title says
I use "Find path immediete" BP, but following error occures. "UESVON: Error: Pawn is not inside an SVON volume, or nav data has not been generated" I followed the steps...
This piece of code crashes if you do "Simulate", since the player controller doesn't have a pawn. That `if (pc)` line needs to be `if (pc && pc->GetPawn())` ```C++ bool...
Thanks for sharing such an amazing plugin, I have used it well by Behaviour Tree. While when I try to use by C++, the following error came out. Please advise...