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UE3 Home > AI & Navigation > Creating Navigation Meshes Manually
Creating Navigation Meshes Manually
Overview
Converting a StaticMesh to a NavMesh
Keep in mind that the geometry in the staticmesh is going to be used almost verbatim, so backfaces and such will come with the conversion. Here is my example mesh which consists of a flat plane and two tris:
After converting to navmesh you will see your mesh now in beautiful green and red navmesh drawing.
Notice that redundant polys will get merged together.
Also notice this imported mesh is not yet linked into the rest of the (automatically created) navmesh.
Upon building paths after adding your new imported navmesh, the auto-generated mesh will be split along boundaries with the imported mesh. As you can see here:
Also note the dashed-purple line along the bottom boundary indicating a connection between the imported poly and the base auto-generated poly.
Converting multiple StaticMeshes into a single imported Pylon
It is also possible to convert several staticmeshes into a single pylon. This is helpful if one is cobbling together a manually created mesh out of base shapes. This is quite useful for building arbitrary structures out of a handful of very simple staticmesh shapes (e.g. rectangles, arch, etc.) that can be scaled and arranged together to form a larger shape. To do this simply arrange the staticmeshes next to one another, select them all and click convert to navmesh. There is some tolerance build in here for adjacent staticmeshes. That is, it will try to snap the adjacent meshes together so they form one contiguous shape. Here is another example using the simple square shape cobbled together:
And after conversion:
And finally, After paths are built:
Again, notice the dashed purple line linking the meshes together, and the solid purple line linking the imported polys together. These are important to watch out for when building your own imported meshes to ensure there is a proper connection between meshes and mesh polys.
