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3D navmesh generation and pathfinding plugin for UnrealEngine

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Strangely, sometimes the path found goes through impenetrable objects. ![IMG_6939](https://user-images.githubusercontent.com/34723840/138441623-8b06ad86-2ed9-465a-a6f8-5f6687a4226a.png)

Navigation volume is built correctly. However, pawn is wrongly cognised so the immediate path cannot be found. ![IMG_6935](https://user-images.githubusercontent.com/34723840/137912969-0af399de-78fb-459f-89b5-1cd453a06348.png) 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...

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...