Open WenzhiShao opened 1 year ago
navmesh.pathfind_straight
with two arguments: the first argument is a tuple (x1, y1, z1)
of the start point, the second argument is a tuple (x2, y2, z2)
of the second point.Thanks, a lot. I've found a solution. Maybe It will help other users. The UE has a custom Recast&Detour solution, especially the Coordinate System is different: like the location yuo got a in UE which is (-970, -230, 180) , but the counterpart in reactdemo(using the navmesh generated from obj file exported from UE) is like (-1.X, -0.X, 0.X). So If anyone wants to get same nav result in server, you should pack the custom Recast&Detour c++ code into python lib. This rep [https://github.com/hxhb/ue4-export-nav-data ]provides a plugin to export your UE navmesh. And the author extracts UE recast&detour code in rep [https://github.com/hxhb/ue4-recast-detour].
Hello, Could I ask a question? I need do path_find in server. What the server gets is Unreal Local position from client, and server has the *.bin file which is export from unreal level, or navmesh generated by your utils (Load level and then export navmesh) My question is: Do I need to convet unreal local position into Recast postion? If :Yes, How can I do it?