Agents Teleporting in Nav Mesh

111 views
Skip to first unread message

Finn

unread,
Mar 5, 2021, 4:31:17 AM3/5/21
to Atoms Crowd
Hello,

I use a Nav Mesh for the navigation and ground height of the Agents and noticed an issue where the Agents sometimes teleport up and down if the nav mesh has multiple layers.

For example in this video: https://www.youtube.com/watch?v=n7FRxKbg6J0 around 0:40 you can see some of the bugs teleporting from the ground to the roof of the building. The building roof is also partly covered by the Nav Mesh. The step height is also a low value so shouldn't be causing it.

Is there a way to fix this? Or is this a bug?

Thanks in advance,

Finn

Alan Stanzione

unread,
Mar 5, 2021, 7:05:25 AM3/5/21
to Finn, Atoms Crowd
Hi Finn,
I think it is due the projection of the agent position on the nav mesh. The atoms adaptation algorithm need to project the position onto the navmesh and at the moment is using just the unreal nav mesh projection method passing a search radius. I think in your case some agent is getting the wrong projection so you see the pops. I'll try to fix doing first a raycast on the -z and then do the project, so it should fix the problem. In the meantime you can switch to the trace channel mode on a custom ground mesh. Add a custom trace channel, then set it to block on your ground mesh and set this channel on the height field property.
Thanks
Alan 

--
You received this message because you are subscribed to the Google Groups "Atoms Crowd" group.
To unsubscribe from this group and stop receiving emails from it, send an email to atoms-crowd...@toolchefs.com.
To view this discussion on the web visit https://groups.google.com/a/toolchefs.com/d/msgid/atoms-crowd/5d9dc9ab-d900-42f2-8ea0-32e8c752ae31n%40toolchefs.com.


--
Alan Stanzione | CTO - Co-Founder

Toolchefs LTD
86-90, Paul Street,
London, EC2A 4NE


LTD Company registered in England & Wales # 09345032

Alan Stanzione

unread,
Mar 5, 2021, 10:08:45 AM3/5/21
to Finn, Atoms Crowd
If you use the trace channel yes it does a raycast. Instead if you use the navigation mesh it uses the unreal NavSys->ProjectPointToNavigation() to project the point onto the nav mesh. The problem is that the ProjectPointToNavigation needs an extent for the search point. So if the agent is between 2 nav mesh level and the up level is closer it can get the wrong point. If I first raycast and then project it should return the right result even if you are in these situation.

Thanks
Alan

On Fri, Mar 5, 2021 at 2:44 PM Finn <finn.t...@gmail.com> wrote:

Hello Alan,

Thank you. So Atoms normally traces downwards with a fixed search radius to determine the location of the Nav Mesh? I am trying to understand the limitations a bit when it comes to for example multi storey buildings.

Thanks,

Finn
Op vrijdag 5 maart 2021 om 13:05:25 UTC+1 schreef al...@toolchefs.com:

Finn

unread,
Mar 5, 2021, 10:13:34 AM3/5/21
to Atoms Crowd, al...@toolchefs.com, Atoms Crowd, Finn

Hello Alan,

Thank you. So Atoms normally traces downwards with a fixed search radius to determine the location of the Nav Mesh? I am trying to understand the limitations a bit when it comes to for example multi storey buildings.

Thanks,

Finn
Op vrijdag 5 maart 2021 om 13:05:25 UTC+1 schreef al...@toolchefs.com:
Hi Finn,

Finn

unread,
Mar 8, 2021, 12:04:21 PM3/8/21
to Atoms Crowd, al...@toolchefs.com, Atoms Crowd, Finn
Hello Alan,

Thank you for the explanation, are you going to add the trace from -z in the next update?

And I seem to have another issue with the Navigation Module, when I set a weight override (either in the defaults or graph) to 0.0 the agents still follow the target location. Wasn't sure if this was a bug or not.

Thanks,

Finn

Op vrijdag 5 maart 2021 om 16:08:45 UTC+1 schreef al...@toolchefs.com:

Alan Stanzione

unread,
Mar 9, 2021, 4:07:54 AM3/9/21
to Finn, Atoms Crowd
Hello Finn,
yes I'll fix it for the next release. I check the navigation module to see if it is a bug, I'll let you know.
Thanks
Alan
Reply all
Reply to author
Forward
0 new messages