Generating Navmeshes

Sure.

I used the default VR project as a base. The way you move in that project is that you “throw” a sphere and then teleport to that location. There is a function there called Trace Teleport Destination which traces where the sphere hits, among other things. By default, that function for that checks for a collision, and then it checks if the navmesh is there also.

Here’s the default function:

All I did was remove the check for the nav mesh:

There’s a bunch of other stuff you have to do to make the graphics correct in relation to the earth. I suggest following @Nithin_Pranesh 's suggestion here: Orientation of the globe aware pawn - #6 by Nithin_Pranesh. Basically whenever you throw the sphere, you recenter the world there, that introduces another set of issues, but they’re all solvable.

@JohnGarcia sorry I forgot to respond, hopefully this will point you in the right direction.

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