For our game weve created abilities that make use of the NavMesh for “charging” the player at enemies. In one particular map weve found certain rooms where this behavior breaks down which Ive been able to track into FPImplRecastNavMesh::InitPathfinding and dtNavMeshQuery::findNearestPoly failing to determine a proper polygon for a Start or Finish position (either one or the other). So far my debugging has shown that dtNavMeshQuery::queryPolygons returns SUCCESS while return 0 Polygons, though I have no explanation as to why.
It only appears to be affecting this map and only in certain spaces. Some rooms the entire area is broken, and in others it seemingly splits the room in half. The break appears both in PIE (Play As Client) mode and in cooked builds.
It also appears to be broken completely client side. AI have no problem moving in the map even in areas where we fail to find a Finish position (implying the AI location is not on the NavMesh).
For now were working around this by slackening our Ability and removing the path check from the client side CanActivate.
Id provide a repro but I dont think I understand the situation well enough to recreate it in a vanilla project.
Ive linked this other question, though I dont believe weve made any changes to NavMeshResolutionParams, and looking at the values in this map they are the same as the default values in config.
This question was created in reference to: [Changing NavMeshResolutionParams CellSize in .ini fails to generate new bvQuantFactor, which breaks [Content removed]