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Collision, Mesh & Navmesh Generation

Voxel Worlds generate where their data is requested. In the case of render meshes and Visibility Collision, this is around the camera with cascading LODs (lower quality when farther from the camera).

Collision

Collision can optionally be generated from Invokers.

Collision Invokers can be used to control where non-visibility collision is generated.

By default, visibility collision is enabled for the terrain. This can be disabled on the Voxel World. Make sure to do this when using collision invokers, otherwise the terrain will create two overlapping colliders.

Simply add an invoker component to an actor that needs to have collision generated around it, and the plugin will automatically generate the data as needed. Invokers do not need to be manually registered. Position changes do not need to be manually registered either.

For generating navmesh data, Voxel Plugin uses standard Unreal Engine navigation invokers. Navigation data will be automatically generated by the Voxel World wherever it is requested by the navigation system.

In most cases, you will want to set the Runtime Generation Project Setting for navmeshes to "Dynamic", so that navmesh data can be generated on the fly. Optionally, navigation data for the Voxel World can be baked by setting it to static and requesting nav data for the entire world in-editor. Keep in mind that this will not react to runtime terrain changes in any way.

TIP

Keep in mind that the terrain won't be visible in the navmesh debug view if you have no invokers in the scene!