Custom Station Help

Discussion in 'PC Editor Discussion' started by greggryan2, Mar 22, 2024.

  1. Daunfr59

    Daunfr59 Active Member

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    I think I simply duplicated the navmesh on my "main" station and moved the copy to the persistent level.
    It is not sized to fill the whole world as this was not recommended by the Unreal forum.

    You are right that the Recast Navmesh generated by Unreal is in the persistent level as well . I don't know if it means anything but I deleted the -"default" part of the name
     
  2. greggryan2

    greggryan2 Active Member

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    it doesn't mean anything. As I say in a normal UE project we wouldn't have the issue isn't however they deal with it and sort it as it's not normal.

    Nav mesh is what sits in the world, Recast sits in the back does the work load. It's TSW Editor not wanting to work right which is the issue.
     
  3. incrediblehannes

    incrediblehannes Well-Known Member

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    I am not sure if there are still issues here, but I am happy to share a little tutorial on how to get stations working:

    How to Set Up Stations:
    1. Export Your Platforms:
      • Export your platforms as an FBX file.
      • Clean up the mesh in your preferred 3D modeling software.
      • Re-import the mesh into Unreal Engine.
    2. Set Mesh Collision:
      • Open the mesh in the Mesh Editor.
      • Either load a collision mesh, or as a quick workaround, set Collision: Complex as Simple.
    3. Decorate Your Station:
      • Add your station's decorations and assets to enhance its appearance.
    4. Convert to Blueprint:
      • Select all the station assets, including the platforms.
      • In the top menu bar, go to Blueprints -> Convert Selection to Blueprint Class.
      • Choose a save location for the blueprint.
      • Set the Parent Class to Actor, and check Harvest Components.
    5. Blueprint Setup:
      • Open the newly created blueprint in the Blueprint Editor.
      • Ensure the root component is a Scene Component.
    6. Add Station Component:
      • Add a Station Component to the blueprint.
      • Set the station's name in the component settings.
    7. Platform Components:
      • For each platform, add a Platform Component and set the platform marker reference.
    8. Wait Areas & Spawn Volumes:
      • For each platform, add PlatformWaitAreaComponent and CharacterSpawnVolumeComponent as children.
      • Position these components correctly on the platforms.
    9. Main Character Spawn Volume:
      • Add a CharacterSpawnVolumeComponent directly under the station component to handle passenger spawning.
    10. NavMesh Setup:
      • Cover all your platforms and areas where AI should walk with NavMeshBoundVolumes.
    11. Move to Persistent Level (Optional):
      • Move all NavMesh volumes to the persistent level. This step helped resolve issues in some cases.
    12. Build Paths:
      • In the viewport, go to Show -> Navigation to build and verify navigation paths for the AI.
    Important Notes:
    • Ensure your station directory is set up correctly, including passenger spawn curves for each station.
    • The station names in the directory must match the names in the station component.

    With this setup, passengers will spawn in the designated volumes, move to waiting areas, and board trains as they arrive.

    Hope this helps!
     
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  4. greggryan2

    greggryan2 Active Member

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    So the issue isn't the setting up the stations its that with the TSW editor the Nav mesh isn't being cached after being created. This means when the tile unloads and loads back in the nav mesh that was generated will be gone.

    Now there is a setting within UE that can be used to turn off automatic generation of nav mesh within bound volumes however even with this ticked the same issue occurs when tile loads back in the nav mesh will be gone and it won't see it needs to be generated so won't.

    If someone has got this working as in the nav mesh bounds volume nav mesh generation fixed please give an in-depth guide on how as things don't appear to be working as they would in a normal UE project.
     
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