UnrealScript Game Programming Cookbook

(Chris Devlin) #1

AI and Navigation


118

How it works...


WayPoints are all about precision and allow a designer to have complete control over how
pawns can traverse an environment. You tell them exactly where they can and cannot explore.


By dropping PathNode actors from the Actor Browser throughout the map we can create
a network of paths for a pawn to traverse. Selecting the Rebuild Paths button from the
editor connects all paths which are directly reachable, and creates a network for our
pawn to travel along.


See also


f More information regarding the colored lines can be found at the Unreal
Developer Network (UDN) (http://udn.epicgames.com/Three/
NavigationMeshPathDebugging.html)

Laying NavMeshes on a map


With one means of navigation out of the way, we can work on building another map, albeit
using NavMeshes for maneuvering through an environment.


Getting ready


To keep things simple, we'll use our existing map, as the geometry also suits this lesson well.
Start by deleting the PathNodes that you've created, so that we're starting from a clean slate.


With that done, we're ready to start laying our NavMeshes.


How to do it...


We've covered how NavMeshes work, along with their benefits and potential pitfalls. It's now
time for us to actually implement them into our map so you can see the results for yourself!



  1. In our Actor Classes browser, search for Pylon. With Pylon highlighted, drag-and-drop
    it onto the map. It should appear in the center of the map, along with the translation
    widget, just as we saw with the PathNode.

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