Dynamic Navmesh only generates around player character?

I have a game which has a lot of level streaming that has forced me to use dynamic navmesh, as static navmesh seems to delete itself when used with level streaming.

I set up the navigation system for dynamic navmesh, but the navmesh is only generating within about 4000 units of the player character. This means any enemies outside that range don’t try to attack. As soon as the player is killed the navmesh builds on the whole level.

I’ve tried using navmesh invokers to only generate navmesh around the enemies, which works, but still only if they are within around 4000 units of the player. Again if the player character is destroyed the enemies will all generate navmesh around themselves no matter where they are.

I can’t seem to find any documentation, settings, code or anything that says navmesh is only supposed to generate within 4000 units of the player so what’s going on here?

+1

Having the same issue. is there a way to upvote a question so it gets noticed?

I had this too. It turned out there was an actor that was constantly invalidating navmesh in the generation zone, and the generation process never got further than it. The mesh continued to generate around the player as it was moving about though. So, possibly some fallback to prioritize generation around the player, even when the system is swamped.

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How can one find an actor that’s causing such problems? What kind of actors can invalidate navmesh and for what reason? How to fix this?