If the agent s shape is Circle, this gives the diameter of the agent. Pawn width - How wide your pawn is (and hence how narrow a route you can path down). Shape - The projected 2D shape of your agent, usually a circle for characters or a rectangle for animals and vehicles. This determines the kind of paths the agent can follow and how it can move, more detail below. These parameters are: Category - The category of the agent. Configurable Agent Type properties The properties of these agent types change the generation of the Nav Grid (see later) which marks the areas of the geometry over which your agent may travel. These specify theĤ parameters for the different kinds of agents that will navigate using Mercuna Ground navigation. In the UE4 editor, under Edit Project Settings Plugins Mercuna you will find Ground Agent Types. The properties of these agent types must be set up on a per-project basis. There is no restriction on the number of agent types. Configuring Agent Types for navigation Mercuna Ground Navigation enables path finding and following for pre-configured agent types. Once installed, the Mercuna components, actors and menu will automatically be available when you next start the editor. See the Mercuna 3D Navigation User Guide for documentation of the 3D Navigation capabilities. If you have also licensed Mercuna 3D Navigation, then the plugin will provide both ground and 3D navigation capability. The full source version of Mercuna can be installed as a Game plugin and then will be rebuilt as part of your game, or, if you are building the engine from source and you prefer, it can be installed as an Engine plugin. Binary versions of Mercuna (such as the evaluation) must be installed as an Engine plugin - simply copy the Mercuna directory into the Plugins directory within your Unreal Engine directory. Debugging Problems Logging Profiling Debug Actor Debug Draw Navigation Grid Debug Draw Exporting the grid Known Issues Installing The Mercuna middleware is integrated into Unreal Engine as a standard plugin compatible with Unreal Engine 4.25 or later, or Unreal Engine 5.0 Early Access. a horse) Example for a humanoid Character Obstacle Component Nav Links Nav Link Creation Configuring the Nav Link Cost Agent Types and Nav Grids Steeringģ Avoidance Blueprint Functionality EQS Raycast - test whether there is a clear straight line path from the context to the positions. 1 Mercuna Ground Navigation Unreal Engine User Guide v2.4Ģ Contents Installing Configuring Agent Types for navigation Agent Categories Configuring the Navigation Grid Setting up the navigable space Nav Seeds Exclusion Volumes Building the Nav Grid Memory usage and Performance Multiple levels Generating Nav Grids in Multiple Levels Load Complete Event Runtime Grid Building On Demand Grid Building Spawning Nav Grid at Runtime Runtime Grid Rebuild Physical Materials Physical Materials on Landscapes Nav Invokers Registering an invoker Runtime Rebuilds Invoker Volumes Pathfinding Nav Grid Testing Actor Navigation Cost Multipliers Creating a Mercuna navigated Agent Navigation Component Example for a wheeled vehicle Example for a slowly turning animal (e.g.
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