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Navigation mesh for UE4

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发表于 2017-6-6 14:09:04 | 显示全部楼层
DarkWere 发表于 2017-6-6 13:22
What to do if I need the Y transmitted?

Another question: does a navmesh handling working on server ...

               
The call navigation is automatically set to isOnGround=true.

To synchronize Y while navigating, you need to change the server C++ code
https://github.com/kbengine/kben ... nt_handler.cpp#L191
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 楼主| 发表于 2017-6-6 14:34:13 | 显示全部楼层
I need to make clear for myself. Does navigation working? Does monsters avoiding obstacles and unwalkable areas?
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 楼主| 发表于 2017-6-6 14:36:19 | 显示全部楼层
I want to know: does my algorithm of preparing navmesh out of Unreal Engine suitable for kbengine navmesh handling?
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发表于 2017-6-6 14:58:00 | 显示全部楼层
DarkWere 发表于 2017-6-6 14:34
I need to make clear for myself. Does navigation working? Does monsters avoiding obstacles and unwal ...

You don't have to do anything. You just need to force pEntity->isOnGround (false);
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发表于 2017-6-6 15:04:54 | 显示全部楼层
DarkWere 发表于 2017-6-6 14:36
I want to know: does my algorithm of preparing navmesh out of Unreal Engine suitable for kbengine na ...

Your navigation algorithm needs to work with recastnavigation.
Whether it works or not, you need to confirm it.
KBE is only scheduler in pathfinding.

According to the UE4-navmesh I exported, test the obstacles passing through the demo,
The monster passed through the barrier and seemed to have some problems.
But I have no time to look up the problem.
It seems that navmesh is still mismatched with the server's monster location, perhaps on the server, there is no obstacle in the position of the monster.

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 楼主| 发表于 2017-6-6 17:23:37 | 显示全部楼层
That is what I'm talking about.
There is some problem with navigation mesh!
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发表于 2017-6-6 17:42:13 | 显示全部楼层
In recastDemo, navigation is correct.
KBE is not correct, can only suspect that the location does not match.Or there's a problem on the scale.

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 楼主| 发表于 2017-6-6 17:52:03 | 显示全部楼层
I suspect this too, but I can't imaging how to check this out...
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发表于 2017-6-6 18:04:15 | 显示全部楼层
DarkWere 发表于 2017-6-6 17:52
I suspect this too, but I can't imaging how to check this out...

You can try to get a coordinate in recastdemo, use this coordinate in KBE, create a NPC that does not move, and see if the position matches.

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 楼主| 发表于 2017-6-6 19:14:35 | 显示全部楼层
Can you share xinshoucun OBJ or FBX level geometry?
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发表于 2017-6-6 19:51:34 | 显示全部楼层
DarkWere 发表于 2017-6-6 19:14
Can you share xinshoucun OBJ or FBX level geometry?

https://github.com/kbengine/kbengine_unity3d_warring
Directly from the unity extracted from the navmesh, no obj or fbx
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发表于 2017-6-7 15:21:31 | 显示全部楼层
DarkWere 发表于 2017-6-4 20:58
I didn't get it.
I need to set isOnGround = false on client side?

Support has been added to this demand
https://github.com/kbengine/kbengine/issues/491

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 楼主| 发表于 2017-6-8 01:08:34 | 显示全部楼层
Thanks a lot, guys!
I really appreciate your work!
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发表于 2017-6-13 16:42:38 | 显示全部楼层
DarkWere 发表于 2017-6-8 01:08
Thanks a lot, guys!
I really appreciate your work!

Has the problem been solved?
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 楼主| 发表于 2017-6-13 16:54:27 | 显示全部楼层
Nope. I've postponed it for some time.

As I can see in the demo, when the server loads a navmesh, there is something wrong with it.
The monsters are running on some navmesh (I can see this very clear), but this navmesh doesn't equals to the visible landscape.
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发表于 2017-6-13 17:17:11 | 显示全部楼层
DarkWere 发表于 2017-6-13 16:54
Nope. I've postponed it for some time.

As I can see in the demo, when the server loads a navmesh, t ...

Ok, if you solve this problem, can you write the solution here?
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 楼主| 发表于 2017-6-13 17:26:33 | 显示全部楼层
yes, sure!
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 楼主| 发表于 2017-6-21 23:49:52 | 显示全部楼层
Hello, it's me again!

I've made some investigations, and want to share the results with you:

1. Navmesh seems to be working. I've made a totally flat level, and all monsters moved on ground level!
2. I've made a level with only one hill and generate navmesh for it. One of the monsters appeared on the top of this single hill. I've turned on a debugdraw of a point on this monster, to trace his movement.
I've recorded a video on this and want to share it with you:  https://yadi.sk/i/MC4CIeit3KLKD4

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 楼主| 发表于 2017-6-22 22:24:50 | 显示全部楼层
The latest version of Recast/Detour navigation compiles with kbengine fine.
It is also works, but shift of coordinates still persist.
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