I am working on a procedurally generated dungeon for my university assignment. In 4.6 the navmesh worked on anything that was created during runtime but after switching to 4.7 the navmesh isn’t built on anything that is created during play.
How can I fix this? I assume the issue is that it isn’t being built at runtime but I could be wrong. Any help would be greatly appreciated.
Could use some more info about your setup. Can you double-check your navigation properties in Project Settings? Also, are you using BSPs? Any additional details will be helpful.
I’m using InstancedStaticMeshes. Everything is ticked for rebuilding, both on the abstract, recast and navmesh; I have tried registering the components in code during their construction but with no luck.
I’m also having this issue just spawning Blueprints with meshes in them. It has been working up until 4.7.
I’m spawning StaticMeshes but only near the origin of the map does it build “some” navmesh, but it just keeps rebuilding “some” small portion of it. Seems to be at random.
No, we use it all the time and it is not broken. We fixed a number of issues under the hood and its possible that your BPs worked by change. I need more details to be able to tell what’s wrong. Specifically make sure all relevant parts are marked as Can Ever Affect Navigation and have pawn or vehicle collision enabled.
Found the problem. The navigation system heading in the project settings was overwriting the settings that I had changed in the level itself. I corrected them, saved and then added the navigation system back into the level and it now builds correctly.
I am having the same problem but force rebuild on load seems to make things worse. Also, the comment for “Force Rebuild on Load” seems backwards in 4.7. Is it correct?
Finally, is this issue fixed in UE 4.9 or does epic plan to fix it soon?
wow this drove me crazy for hours before finding that the project settings are overriding the in-level setting…
It would be nice to at least write it in the tooltip!