Commit Graph

6 Commits

Author SHA1 Message Date
guillaume guay
cc57ba02c6 - Moved the work done in ProcessPendingNavigation from a Task to be triggered via the navigation system tick, after the other required actors were processed such as navigation bound volumes and that the owning level of the navigation data is full loaded.
- Added a call to ConditionalPopulateNavOctree to fix navigation not being regenerated when adding a level with some navigation data to a current world that didn't have one.
- Renamed boolean to better names
- MarkPendingKill the navigation instance when no compatible nav bound for it in the navigation system insead of in the nav mesh generator (except for the abstract nav data)

#rnx
#cr maxime.mercier

Merging manually CL 7842753 using //Release-10.30 to //Main


#ROBOMERGE-SOURCE: CL 7881604 via CL 7914626
#ROBOMERGE-BOT: (v389-7813075)

[CL 7914819 by guillaume guay in Main branch]
2019-08-08 23:32:33 -04:00
yoan stamant
50ae2141b7 ANavSystemConfigOverride: Postpone override effect to next tick when world is ticking to prevent deletion of the navigation system while its getting updated.
#rnx
#rb maxime.mercier


#ROBOMERGE-SOURCE: CL 7846006 via CL 7846007 via CL 7846010 via CL 7861364
#ROBOMERGE-BOT: (v389-7813075)

[CL 7861416 by yoan stamant in Main branch]
2019-08-08 01:30:17 -04:00
guillaume guay
a8821f80b4 - Added navigation system config 'bUseNavDataInAdditionalLevelWhenDuplicatedAgent". When set to TRUE, adding or streaming an additional level containing an already registered navigation data, it will unregister current one and register the new one;
- Added navigation system config 'bGenerateNavDataWhenNoCompatibleNavBound". When set to TRUE (default) it will still generate navigation data if any NavBoundVolume is compatible with its NavDataConfig, if false it gets rid of that navigation data;
- Make sure that when "bSpawnNavDataInNavBoundsLevel" is TRUE, it builds the navigation data in the first level containing a NavBoundVolume that actually supports this navigation data config (not any first one);
- Added virtual method on NavigateSystem "OnNavSystemOverriden" to give a chance to inspect previous NavigationSystem when getting overriden by a nav config override;
- Added some missing NavigationSystem clean up logic.

#tests client/server standalone Creative AI, Phoebe and regular + editor
#cr maxime.mercier
[FYI] mieszko.zielinski, stephen.holmes, yoan.stamant


#ROBOMERGE-OWNER: guillaume.guay
#ROBOMERGE-AUTHOR: guillaume.guay
#ROBOMERGE-SOURCE: CL 7679442 via CL 7679443 via CL 7688466
#ROBOMERGE-BOT: (v383-7686620)

[CL 7688470 by guillaume guay in Main branch]
2019-08-01 12:53:04 -04:00
mieszko zielinski
20394910d1 Fixed NavigationSystemConfigOverride never creating an instance of NavigationSystem in PIE if it gets loaded as part of a sublevel
#rb none


#ROBOMERGE-SOURCE: CL 7249197 via CL 7262695
#ROBOMERGE-BOT: (v369-7254125)

[CL 7262761 by mieszko zielinski in Main branch]
2019-07-10 13:40:31 -04:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Marc Audy
af90b7bcd4 Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4395058 by Marc Audy in Main branch]
2018-09-25 10:11:35 -04:00