Hello Ev! I’m trying to make the nav mesh expand in scene as new rooms are spawned, since my play area is not finite and well delimited, it can tend to infinity based on the record of players. So I have to avoid manually scaling my navmesh to avoid problems. I thought about inserting a nav invoker in the bp of each room. Despite the recastnav being on Dynamic, despite the invokers being active in the project settings and their count is shown if I press P, the navmesh does not update and does not adapt to the change of rooms. I made sure that it was not a problem of incorrect collisions, that “Can Ever Affect Navigation” was active on each room, I also tried to increase the pool size and the cell size of the recast and the radius values of the invokers. I also activated “Force rebuild on Load” in the recast, finally I also tried to take the nav system with the nodes and update it in beginplay. But none of this seems to work. The navmesh remains static and unchanged.
What could I have forgotten and/or done wrong? Any suggestions?
Thank y’all so much!
I also encountered a similar problem, and it’s very similar to yours. I’m making an infinitely extended corridor, which is made up of many identical actor rooms.
My way is to set the navigation to dynamic, and then place a NavMeshBoundsVolume that can cover several rooms in front and behind, and then dynamically set the position of this NavMeshBoundsVolume at runtime (I use “Set Actor location”) to follow the player’s movement.
But the problem arises. When the player moves a certain distance (the dynamic corridor dynamically generates several rooms along the direction of the player), the navigation fails. I press the P key and see that the navigation is disconnected.
The magical thing is that after I switch to the editor with F8, I manually move the NavMeshBoundsVolume a little bit, and the navigation immediately takes effect!
I think this is a bug, because the situation is very similar, so I reply here, hoping to get a reply together!
@yulouyue1 In the meantime, thank you for answering even if you don’t have a solution, because in this way we can keep the topic alive and hope that someone who knows can help us and thus help other people. I did several searches, but I never managed to find a solution to my case. There was always talk of static or Dynamic NavMesh but that follows the player in a square area around it, but then you have the ai outside this area that are practically dead. And for the type of project I’m working on, it’s not really suitable.
… I hope it’s a bug like you say