have 2 levels
1 persistent other sub level (streaming, non persistent)
both levels have / require navmeshbounds volumes
when i switch to the persistent level, and its navigation starts to build, it causes the other level to become unsaved
i dont think it is altogether desireable
is there a way around this
im not sure but i think you can change the visibility of the sublevel on the levels tab.
but that will make the persistent level to be unsaved.
i also recall vaguely a setting that controls when a navmesh will be rebuilt. you could change it to manually perhaps, but will probably have side effects.
Make both levels “sub levels.”
The persistent one should only contain the NavMeshBoundsVolumes.
BTW. Building in a persistent map will build all the maps, but if those maps are locked, it won’t let you save them.
Unless they’ve done something in 5.5, which I doubt, the Nav Mesh doesn’t work.
My guess is that having multiple Nav Meshes (one per map) makes it go crazy.
how do you hide a level / streaming level in a blueprint
i currently use streaming levels to switch levels in blueprints, not level bounds if i have the name right
how would you tackle the navmesh for navigation on a large map
if i use 1 large navmesh it takes verly long to build
i need navmesh for ai pawn movement
I have some transition maps and use a trigger that exposes the names of the maps, but I’ve never really thought about how it would work for open worlds. I guess I would use the new World Partition system.
This is very old; this is how it was done in the first Gears of War (2006).