I’ve run into a new problem in 4.21. Having some serious difficulties generating navigation meshes on dynamic terrain. The biggest problem is that after some tuning things seem to work fine in the editor but when packaged, there are seams in the navmesh that prevent AI from crossing.
This problem is new to 4.21. Everything was working in 4.20. I did notice now that without setting to fully async, NavigationInvokers stopped working as well.
Also, I’ve already reported this through your the Bug Tracker. I am aware that you recently switched to a new bug tracking method. What I’m looking for here is new/unknown configuration requirements for 4.21. That could address this.
Just to confim I’m seeing similar issues using navigation invokers and dynamic navmesh. They worked fine in 4.20. In 4.21 the recastnavmesh serialization has some uninitialized variables in it when loaded (NaN etc.). This led to some infinite loops in the tile calculations and seems to be intermittent, sometimes works fine other times not.
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I’d love to share a link with you but all I got was this…
Thank you for your bug submission. We
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needed or when a ticket is created.
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It appears you might not have received my previous reply to this issue. I am glad to say this issue is fixed in our latest internal build. I’m unsure when it will be officially released but you are using any of our Source Builds you can grab it from the Master Branch on GitHub. This was fixed in CL-4567513
Awesome, now just we need to wait till Launcher version got Updated. 4.21.1 , They fixed this Bug and Bug where level Streeming doesn’t regenerate Dynamic nav mesh on Mobile.
Yes, It is not Fixed, however, Support told us that it is Fixed in Master Branch of UE4 … so I m confused from where does 4.21.1 comes if not the master branch … but ok I’m Downloading Master Branch will update if master Branch really fixes this Issue.