Devlog · tag
navmesh
4 entries tagged “navmesh”.
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Keyholder
A Fab outfit that imported into Unreal Engine 5.8 at about a fifth of its size because Interchange quietly took over the FBX import and ignored FbxImportUI, skin poking through a fitted MetaHuman garment under animation, an NPC who stood at home all day with no error because her MoveTo destination sat off the navmesh, a front door that opened into her own hallway and blocked her, and a receptionist the town only spawned when the player was nearby.
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Party Wall
An Unreal Engine 5.8 river that drew no water for 2.9 km while buoyancy, current and water audio all still worked, a doorway cut into a wall mesh in Blender that made the navmesh vanish from a cellar staircase five metres away, a MetaHuman doorman who slid instead of walking because his in-place walk clip moved each foot about 1 cm, MetaHuman clothes that froze while the body animated, NPCs who could not open their own front doors, and a PIE session at 1 fps that made the MCP server report itself unavailable.
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Substantially Enclosed
An NPC who stops three metres short of a nightclub toilet because a 1.05 m doorway is too narrow for a navmesh agent radius of 35 cm, a heater whose emissive material pulsed to the music, a light A/B test in Unreal Engine 5.8 where 400, 120 and 0 lumens all looked the same, and a hall and cellar blown out white by a pinned exposure and the editor sitting on Low scalability.
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Nobody Walked In
Four sessions of navmesh work built a correct route from the street to the bar, and the NPC spawner never put a single body on it - plus the voxel arithmetic that stops stairs meshing, a door leaf that eats a doorway, and a coverage figure that read 100% because the question was wrong.