Area where navigation mesh cannot be created in World Partition Navigation Data Builder.

pre-work

  1. Turn off Update Navigation Automatically
  2. Creation of terrain made of world partitions (OpenWorld)
  3. Place NavMeshBoundsVolume
  4. Activate command [ n.bNavmeshAllowPartitionedBuildingFromEditor 1 ]

Afterwards, if you run “Build Paths” in the menu and create a NavMesh using [World Partition Navigation Data Builder], the NavMesh will be created only in 1/4 of the way.
Looking at the part that was not created, the Location of “LandscapeStreamingProxy” had a negative value in X or Y.

The one I’m currently using is the 5.3.1 release version, and I don’t know what the problem is.



This is solved on the Main branch at CL 27353246.

It’s a small change. You may want to integrate it yourself, or wait for them to bring it in.

thank you.

Can you tell me what I need to do to view the CL?

Any ETA on this? We would desperately need the fix for our project, but we hesitate to only build from source for this issue.

Sorry for the late reply, in case you still need it, or for anyone else:

You need access to the Epic Perforce server for the Unreal Engine project in order to easily search the CL (Ctrl+G and enter the CL number) on “Main” branch.

Alternatively, you can check on the github page for the Unreal Engine project (again, “Main” branch), but you have to find it yourself in that case.

Hey there - Odd question but what file was changed? I’m trying to track down the Github changelist as I don’t have access to the P4 server.

For anyone looking in the future for the Github changelist
https://github.com/EpicGames/UnrealEngine/commit/07455e96670121553f6a1b8ec98727c3c69276f7

Looks like they remove the root component, I’ve tested this locally and the navmesh seems to generate correctly post-change. I’ll update if I find further issues!

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