I haved created a system within blueprints to create procedural dungeons, i’m currently trying to get AI to spawn into my dungeon. I’m using the navmesh and EQS system native to UE5 and in spite of setting my project to dynamic nav mesh generation and added nav mesh invokers to each of the dungeon floors to generate the Nav mesh in runtinme but it still isn’t working, any ideas as to what i’ve done wrong. I don’t know how to test it outside of runtime using an EQS test pawn
That’s two different systems and problems, EQS and Navigation… For navigation pressing P in the editor, you should see your navmesh rendered. Set up a super basic level and make sure it’s working with your current navmesh settings, they can be finicky if you are not familiar… Break it down into the most simple then build up from there if you are stuck.
I’m sure you’ve gone thru these docs, I am very familiar with the nav system but still end up back here at times:
It’s hard to tell what the issue might be from your description… I’m not sure it’s EQS related? Take that out of the equation and make sure your navmesh is working then add that back in if needed. For procedural stuff maybe procedurally add in spawn points at first, then expand to an EQS system if needed. Not that I’m saying avoid EQS, it is awesome in the right spot, it’s just may be extra complication for prototyping.