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Just want to add to the answer above, if your NavMesh consists of different Areas, you can actually assign your triangle indices to different submeshes using Mesh.SetTriangles() and Mesh.subMeshCount, so that they will use different indexes from the Mesh Renderer's Materials array. I've attached my code snippet demonstrating that below. If you want a more ...


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I managed to solve this by increasing t over time, as it will eventually reach 1, on which LERP would return the v1's value, like so: f = some constant smoothing factor between 0 and 1 t = min(t + f, 1) v0 = (1 - t) * v0 + t * v1 // lerp This guarantees to reach v1 even if it's moving, regardless its speed. When moving the camera to a different object, t ...


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If you're having issues with the Sequence Recorder, the Replay System might be an interesting alternative for you: https://docs.unrealengine.com/en-US/Engine/Replay/index.html By combining that with a camera sequence, you should be able to put together a proper gameplay trailer. If that doesn't work for you, you could also try the new Take Recorder, which ...


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