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Eanir's avatar
Eanir
Protege
2 years ago

Navigate scene mesh

Is there a way to generate navmesh on the user's Scene Mesh? I am trying to move a Pawn around in the user's room by finding random points on the available navmesh, but the pawn is stuck in place.

I do have dynamic navigation configured with a navigation invoker attached to the Pawn.

Anyone had luck with using Navmesh on the Scene Mesh?

4 Replies

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  • Can you elaborate on what you mean by "scene mesh"?  Are you talking about the geometry mesh in the default scene?

      • Eanir's avatar
        Eanir
        Protege

        I mean the Scene Model ( I think this is the official term) for the scene captured by the user in an initial setup about their room. Walls, floors, ceilings etc…

  • Ah, I haven't tried this yet and I assume this is a Quest 3 thing. I'm only on the Quest 2. I can't wait to give it a crack when I'm able to get mine.  The invoker seems like a good thought though. 

    Do the scene meshes actually register collision?  Can you look at the Scene Mesh as an object in Unreal?  Also, there is a setting (on the invoker I think, but maybe in the Navbounds or project settings) that allows for Navmesh from complex collision.

    I have some ideas in my head, but I would have to see how that scene is represented in Unreal.  Sorry I can't be more help!