I’ve been running into A LOT of issues when it comes to pathing around - or on - terrain obstacles. Sometimes I’d like to use a particular piece of terrain as a navigational object, but oftentimes the game just outright prevents pathing on that entity. Other times it allows pathing but only with severe invisible walls and usually only with some awkward roundabout path.
Consider the following example. In red is an invisible wall through which a character cannot proceed. In green is where the character is allowed to path to move onto the main terrain layer, off of the terrain objects:
Do you use path mesh preview to check how the pathing goes?
Do you want to make an illusion of an obstacle?
Do you paint inaccessible areas in such a way that ensures the game will lead you to the intended path?
Do you rebuild selected pathing with each little change made?
Do you use path mesh preview to check how the pathing goes?
No…? How does one do that?OK, figured that out. Is there a good means of finagling the minutia of this?
Navagents, I don’t know what they do, but I can’t help but think they must do something important.
But generally, lines show where the “edge of pathing” lies, and inside those lines everything is pathable. For example, in the image below, you’ll see that you can’t walk around the pit, because of that little segment that is missing in the front side. I can’t eyeball that in the editor, but with path mesh preview I get an idea of whether moving something around, slanting it or burying it will produce a new path.
OK, so for some reason it seems as though “Layout Mode -> Build -> Rebuild All/Selected Pathing” fucking sucks for building pathing meshes. Maybe this was common knowledge already. But using “Editor Mode -> Region -> Rebuild Path Mesh (or whatever it is)” is pretty accurate, just works on one region at a time.