Skip to main content
Up and Coming
November 2, 2023

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?

    This topic has been closed for replies.

    4 replies

    Inspiring
    November 3, 2023

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

    EanirAuthor
    Up and Coming
    November 3, 2023

     

     

     

    EanirAuthor
    Up and Coming
    November 3, 2023

    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…

    Inspiring
    November 3, 2023

    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!