Open hxhb opened 4 years ago
大佬,你知道为什么寻路的sys,是all actor on all level 在八叉树中。。。它的八叉树是做什么作用的
我想用recastnavmesh的体素化过成的结果,不知道应该怎么做
@papalqi 我想用recastnavmesh的体素化过成的结果,不知道应该怎么做
你可以看一下RecastDemo中的Voxels或者Walkable Voxels的部分,在RecastDemo/Source/Sample_SoloMesh.cpp#L289。
安装了插件,使用的是UE4.23,导出了TopDown这个例子的导航图,用recast demo打开,无法拉近查看,按build,等待一会后recastdemo直接崩溃了,这个有什么要求吗?
@maydayzm 安装了插件,使用的是UE4.23,导出了TopDown这个例子的导航图,用recast demo打开,无法拉近查看,按build,等待一会后recastdemo直接崩溃了,这个有什么要求吗?
导出NavMesh是额外的东西,如果只是想要在外面使用UE的Recast导航数据,直接使用插件导出的.bin就可以了。 你遇到的RecastDemo会Crash的问题是因为默认导出NavMesh的单位是cm,导进到RecastDemo中太大,可以修改一下单位为m,我在ExternRecastNavMeshGenetator.cpp#L61中已经写了相关的代码了,把导出cm的代码取消注释,然后把下面导出为m的注释即可。
@maydayzm 另外,不建议直接使用从RecastDemo生成的bin,因为配置参数无法与UE的完全保持一致,直接使用插件导出的bin就好。
@hxhb @maydayzm 另外,不建议直接使用从RecastDemo生成的bin,因为配置参数无法与UE的完全保持一致,直接使用插件导出的bin就好。
感谢~ recastdemo上已成功build 使用的话还是会用UE4的插件产生的bin文件,在recast上只是用来查看寻路路径而已~
你好,我是做unity的。想问下这句话的意思“从UE导出Navmesh的含义是,把UE寻路范围内的模型导出”,请问这里导出的NavMesh.obj文件是导航网格还是场景里需要烘焙的模型?
你好,我是做unity的。想问下这句话的意思“从UE导出Navmesh的含义是,把UE寻路范围内的模型导出”,请问这里导出的NavMesh.obj文件是导航网格还是场景里需要烘焙的模型?
模型,需要在这个模型上生成导航信息。
Hey! Hello and greetings from Argentina! Thanks for doing this awesome work and sharing! There's so few out information out there about this!
I wanted to ask you something because I'm trying to implement your plugin into my UE4 project, and everything until now seems fine. I can extract the NavMesh easily and then I run the tests with ue4-detour.exe and all the valid and invalid points are OK, the same ones I obtain when projecting them inside the game.
The problem I think is in the server side! I want to calculate some paths in the server with the navmesh obtained with your plugin. For that, I was thinking about doing this steps: 1) Export the navmesh to the server 2) Load the navmesh in the server code, and Deserialize it, like in this function https://github.com/hxhb/ue4-recast-detour/blob/master/UE4RecastHelper.cpp#L207 3) Convert the Origin and Destination points from Unreal2Recast using functions like this ones: https://github.com/hxhb/ue4-recast-detour/blob/master/UE4RecastHelper.cpp#L283 4) Calculate the path
Do you think this steps are correct? Or is there something I'm missing? Thank you so much again for youor work and I hope you could give me a hint or point me in the right direction.
Hey! Hello and greetings from Argentina! Thanks for doing this awesome work and sharing! There's so few out information out there about this!
I wanted to ask you something because I'm trying to implement your plugin into my UE4 project, and everything until now seems fine. I can extract the NavMesh easily and then I run the tests with ue4-detour.exe and all the valid and invalid points are OK, the same ones I obtain when projecting them inside the game.
The problem I think is in the server side! I want to calculate some paths in the server with the navmesh obtained with your plugin. For that, I was thinking about doing this steps:
- Export the navmesh to the server
- Load the navmesh in the server code, and Deserialize it, like in this function https://github.com/hxhb/ue4-recast-detour/blob/master/UE4RecastHelper.cpp#L207
- Convert the Origin and Destination points from Unreal2Recast using functions like this ones: https://github.com/hxhb/ue4-recast-detour/blob/master/UE4RecastHelper.cpp#L283
- Calculate the path
Do you think this steps are correct? Or is there something I'm missing? Thank you so much again for youor work and I hope you could give me a hint or point me in the right direction.
I submitted the latest code, please pull the master branch and use ue4-findpath.cpp for pathfinding test.
https://imzlp.com/posts/20203/
Recast Navigation是一个开源的游戏导航/寻路引擎,可以为游戏中的AI提供寻路计算。UE和Unity都是集成了RecastNavigation来为游戏提供寻路(当然是修改过的版本),UE中模块NavigationSystem以及NavMesh中可以看到相关的代码。