5.3.2 Navmesh doesn't build properly over PackerLevelActors with HISM (Video)

Demonstration: https://www.youtube.com/watch?v=kSmu1t2HI50

It builds properly only when you enter Edit mode.

I believe it’s a degradation because 5.3 release notes have this:
“Added Navigation Mesh generation optimization when using it with Hierarchical Instanced Static Meshes. This avoids gathering unnecessary geometry when building tiles.”

All working fine in 5.2

Any workarounds/suggestions?

Not fixed in 5.3.1 unfortunately.
Although I did submitted a bug report, but didn’t received an answer yet

No one else have same issue?

I can reproduce it easily even in clean project but stil haven’t received a response from Epic about bug report ( they respond if reproduced bug )

Maybe there some problem in my editor/project settings?
Tried to tweak navmesh settings but didn’t help

Still not fixed, not found a workaround and not acknowledged by Epic as a bug by my report…

Maybe someone can suggest a workaround?
I know I can place everywhere static meshes instead of using HISM but it’s not an acceptable workaround

Seeing gaps in the navmesh when my level is built with HISM as floors. The only thing I could do for now is change my script to use Instanced static meshes instead.

still same issue in new 5.3.2 release

The NavMesh generation appears to be malfunctioning overall. When adding agents, it can cause crashes and fail to build the recast actors properly. I would have wasted even more time if I hadn’t come across several similar bugs before. However, it is still difficult to find accurate answers online due to the current issues with web searching in general. But if this is really a bug then having different Agents for Navigation can not be done in Unreal Engine 5 althought I don’t know how long this bug has existed before.

HISMC is not taking scale of instances into account when generating NavMesh.

I think it has been fixed in 5.4

Looks like fixed there Unreal Engine Issues and Bug Tracker (UE-198801)

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