Planet Navigation¶
PPG builds local navigation meshes over generated planet terrain and navigation-relevant level geometry. Invokers request coverage around moving actors; region volumes provide authored coverage for structures or fixed areas. Navigation is separate from visible terrain LOD.
Agents and Coverage¶
Define agents in Project Settings > PPG Navigation > Agent Settings. Give each agent a unique name, capsule radius and height, and traversal slope and step limits. A region or invoker can support all agents or selected agent names. Generation Preset selects mesh quality; None uses the project default. Restart the editor after changing agent definitions.
For moving actors:
- Add a
PPG Navigation Invoker Componentto the actor. - Set its coverage and removal radii and supported agents.
- Choose a
Generation Preset, or leave it atNoneto use the project default generation settings.
With Independent Navigation Generation disabled, the navigation invoker also requests the collision cells used to build its navigation mesh. It serves as the actor's collision invoker, so a second collision invoker is unnecessary for the same area.
Enable Independent Navigation Generation in the selected generation settings when a large navigation area can use coarser terrain sampling than nearby physics collision. Navigation then uses its own Cell Size and Navigation Patch Size without making the navigation invoker request full collision coverage. If the actor still needs physics collision, add a separate collision invoker with a radius appropriate for that need. Foliage contributes to navigation when its collision instances are present and navigation-relevant.
For a fixed area, place a PPG Navigation Region Volume around the structure, or add a PPG Navigation Region Component to an actor. Set Target Planet or allow automatic nearest-planet selection, then choose supported agents and Runtime Dynamic mode. Source meshes need collision and Can Ever Affect Navigation enabled. After runtime structure edits, call Mark Navigation Dirty; bracket a batch with Begin Navigation Edit and End Navigation Edit.
Baked Regions¶
For predefined areas, create a PPG Navigation Mesh Asset, set the region to Baked, assign the asset to Baked Navigation, and use Bake Navigation. Save the asset and level or Blueprint. Rebake after changing the region shape, supported agents, or generation settings.
AI and Blueprint Queries¶
Use PPG Navigation AI Controller for planet-aware Move To and Behavior Tree movement. Select its Navigation Agent or let it resolve one from the pawn. Wait until the relevant invoker or region is ready before requesting a route; a move submitted during generation can fail.
The PPG > Navigation Blueprint nodes include Find Planet Path, Project Point to Planet Navigation, Get Random Reachable Planet Point in Radius, and Get Random Navigable Planet Point in Radius. Reachable points have a route from the origin; navigable points may be on disconnected surfaces. Queries use ready coverage and do not generate meshes. Check their success or status before using a location.
For Unreal's native navigation nodes, keep a Nav Mesh Bounds Volume in the level so the PPG navigation data registers. PPG invokers and regions still determine the actual mesh coverage. Use the PPG controller for path following on a spherical planet.
In the editor, enable viewport realtime and press P to preview navigation for the Preview Agent selected in PPG Navigation settings. Collision-backed preview also requires Generate Editor Collisions on the planet.