Dynamic navmesh update issue

Hi everyone,

I’m trying to use dynamic navmesh but it doesn’t work correctly and I can’t figure out the reason for such strange behavior. I will appreciate any thoughts about this.
So, if there is one moveable cube with NavModifier and the Area Class is NavArea_Null it works well
ezgif-3-a2f444250b
If I add 3 more cubes it doesn’t work. As you can see the navmesh under the right cube isn’t updating at all
ezgif.com-video-to-gif (3)
But the navmesh starts to update if I move the camera closer to the cube
ezgif.com-video-to-gif (4)
I want to understand these things.

  1. Is there some kind of cap on how many navmesh tiles can be updated at the same time? If it is -where or how I can tweak it?
  2. Is there some kind of navmesh culling by camera view? Can it be tweaked somehow?

up

I’d wager thats a rendering bug rather than the actual nav mesh not working.

Try it.

Make an actor with AI that goes to the mouse click, and click in the area that should be red to see if he gets stuck on the cube or not.

It’s very possible they broke those too, so if it doesn’t stop the actor from moving (and even if it does, since rendering is busted) you may want to consider opening up a bug report…

Thank you for the idea, but I checked it first, it is not a rendering issue.

So what I found out. There is a cap on the number of tiles and there is some kind of camera culling for the navmesh update.
In my case game world is pretty large and doesn’t need such accurate navmesh.
I turned on draw clusters to catch the issue


So, here are the default navmesh settings. The cluster density is high

Lower density

And lower

The last settings fit my game without any issues

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