Skip to content

Collision, Navmesh & Invokers

INFO

In most cases, you'll want to make sure to set the Runtime Generation setting for navmeshes in your Project Settings to "Dynamic"!

Collision and Navmesh Invokers can be used to control where non-visibility collision and navmesh data 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/nav data 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. If Unreal's nav-invoker system is used, voxel navigation invokers should generally have a slightly larger radius than the accompanying stock navigation invokers. This prevents the navmesh from constantly being fed new data forcing rebakes at the edge of the voxel invokers.

TIP

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