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SVONVolume
The SVONVolume is the navigable volume, your AI will only be able to navigate within it. It contains the octree data that is used for navigation, and is the main object you'll need to configure. Settings are contained in the 'SVO Navigation' section of the details panel.
The number of layers in the octree (well, the number is actually this + 1, but whatever). The higher this value, the higher the resolution of the octree voxels.
Increasing this value will drastically increase the time it takes to generate the nav data.
Suggested default : 5
The collision channel used for testing the blocking of each voxel. Note that the plugin currently just uses the built-in function OverlapBlockingTestByChannel.
Suggested default : Pawn
The amount of clearance (in extents) required around a leaf voxel.
If your pawn collision is larger than a leaf voxel, and the clearance is 0, then the pathfinder will find paths that the pawn is physically unable to fit through. If your pawn is getting 'stuck' while navigating, try increasing this.
Suggested default : 0.f
Using 'Use Baked' will cause the nav data to be serialized and saved when you save the asset, then de-serialized and loaded when the asset loads.
Using 'OnBeginPlay' will trigger nav data generation when the volume's BeginPlay is called. You almost certainly do not want this, it's just left over from early development.
Suggested default : Use Baked
The number of layers in the current octree for this volume
The number of bytes consumed by the current octree for this volume
This is where the magic happens. Clicking this will generate the octree.
Note that this is not currently a multi-threaded operation. The editor will freeze while the process runs. This may be for a fraction of a second, or minutes, depending on the number of layers and complexity of your scene.
This settings limits the distance at which the following debug visualizations will be rendered. Trying to render the whole octree for a large scene will not be fun.
Note that these debug settings are only rendered up generating the octree.
Suggested default : Depends on the size of your scene/volume
Renders wireframe boxes for the 'above leaf' level voxels.
Renders wireframe boxes (red) for the leaf voxels
Renders the morton codes for all voxels (only works in-game, not the editor, as it requires a HUD).
Renders lines representing the neighbour links between 'above leaf' voxels
Renders lines representing the links between parent and child voxels