When I start my game it brings me to the start screen. When start is clicked it brings me to a developer checkpoint I setup for debugging. When I move around in this newly built area the character can clip thru walls, after a while, I can’t go past a certain point and can’t clip thru the walls. Any idea what is happening here? I am using world partition and am locking the character to the nav mesh. Is it a bug with world partition or are the nav meshes messed up?
I wish I can get past this problem to continue developing my game.
This video shows the character clips thru walls and can get into a room it isn’t supposed to. Then the walls turn solid and the character can’t get out.
I went to my previous project for UE 5.5 which I had the town less made. After putting down nav mesh bounds volumes down and so that I could play the game, I found out that the player would clip thru the walls again. In the world partition window I unloaded the loaded region and the loaded it again and the cliping thru walls would stop and the walls would be solid.
I attempted to unload and load a new region in my 5.6 project and found that although the walls would get solid at start that y-axis position would put an invisible wall if I go north or make it so I can’t go south if I am north before it starts doing that.
Navmesh is for ai movement and pathfinding. It does not limit where a 1st person controlled character can go unless you specifically do a test before movement (which would be absurdly costly).
You need to check collision responses for your walls regarding pawns. They should have the option set to “block” for the wall collision.
Also do a check for player collisions in the view options during gameplay.
I couldn’t solve the problem. I had a zipped up folder of the game for what I had when I recently upgraded to the UE 5.6 version which had the town build out a bit before I finished the town and started testing it.
I went back to that and put nav meshes down first to test and didn’t have that problem. I opened up the previous project and selected the meshes from the top perspective and copied and paste them. I had to migrate the structures output from the build tool to copy some of the walls and floors which were not there.
I don’t have the ‘can’t get past a certain Y axis point’ problems but it looks like the meshes I have made with the build tool don’t have collision so I will have to fix that.
Looks the initial problem I had will be an unsolved mystery. It is a good practice to zip up the project ever so often or have it on source control to go back to a version which doesn’t have the problem and attempt to recreate the level without the problem.
I lock the player to the nav mesh because 1) So the player can only go where the follower and enemies can go and 2) the game can more easily be ported to VR where the player pawn’s locomotion is locked to the nav mesh.