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Dynamic navmeshing


knighttemplar1990
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Hello all 

So, I'm working on a project in which a town grows over time. That's not a particularly tall order in itself, except for the problem of namesh. Npcs just run mindlessly into walls unless I navmesh the built area in advance  (and let the town "grow into" the navmesh). Is there any way to allow Npcs to run around in the empty space and then block that area off to pathfinding when a building is enabled there? In addition is there any way to add preferred pathing to navmesh, so that when a road is enabled Npcs use it? As an alternative I thought about pre defining my road namesh from the start and then using custom travel packages which only use preferred pathing when a particular road has been enabled (this area is a new worldspace with new Npcs so wouldn't interfere with vanilla ones).

 

Any thoughts are much appreciated 

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