GeometryCollection, updating the NavMesh

Hello,

In my level I have a few large GeometryCollections (Chaos Destruction) and I notice when destroying them (partially) my Dynamic Navmesh does not get updated properly. It leaves gaps, resulting in my AI being blocked there.

Anyone else als ran into this problem perhaps or have any ideas how to tackle this?

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Hey there,
I have a similar situation, although the GeometryCollections I am using (at least at the moment) are small (chairs, boxes, etc). I was getting the error

LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds

What I did was set the “Can Ever Effect navigation” flag to false on the GeometryCollection component in my base blueprint.

If you have very large fractured objects/set pieces which you want to affect the navmesh, is it possible to do something like adding a navmesh invoker component to your destructible object? This is probably something I will have to deal with, too.

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Thanks for the reply. Yeah for now I was also using “can ever effect navigation” as a workaround.

Not sure about navigation invokers; I have to dig in it a bit deeper. But for sure I can make something custom with some invisible boxcollision-style objects that get destroyed as well. The geometry collection would then be “can ever affect navigation” set to false.