Comments (3)
The plugin is definitely built using a sparse voxel octree, the code in this repo is what was used to generate the video.
from uesvon.
I can't see that. Look at the result. This is the regular grid.
from uesvon.
Aha, it does generate sparse mesh. In above scene, water is probably treated as obstacle. If you continue to work on this plugin, you might consider to add exclusion actors into meshing routine.
Thanks for quick answering!
from uesvon.
Related Issues (20)
- Linux / VS Code Version Support Possible? HOT 4
- Is it possible to save the 3D mesh? HOT 2
- Feature request HOT 1
- [c++]ue4 crash when calling SVONMediator::GetLinkFromPosition
- Crash when doing "Simulate"
- nav data has not been generated HOT 1
- Does not compile for Linux Server Target. HOT 2
- Feature Requests
- Path finder failed to find start nav link. Is your pawn blocking the channel you've selected to generate the nav data with? HOT 1
- Make meaningful log
- Make a simple scenario HOT 1
- No navigation volume known for navigation component HOT 1
- Error when pawn is spawned in the world
- Wrong identification of pawn HOT 3
- Navigation path sometimes goes through obstacle HOT 2
- Add node faces secondary pathing option
- Fix fallback behaviour when Gameplay Tasks are not enabled
- Ensure navigation component uses pawn position, not controller position by default HOT 1
- License HOT 2
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from uesvon.