Guys, could you confirm a Crowd(related problem)?

So before i lose my hair.I was enjoying my crowd zombies and all fine.I tested using play form here.Than i decided to play on pc and all good too.Before calling it quits i just decided to play it from here button,one more time and my crowd didnt spawn!? I hit the play on pc and the crowd didnt spawn either.Went again to use play from here and still doesnt spawn.

Reloaded the map again and the crowd works.Played from here and on pc after that, and it works but after that it doesnt.So basically if you have some crowd and at first you use the play from here and after that play on pc,and than return to play from here again, there wont be any crowd spawned…

On this udn page on the bottom there is a test crowd level that does the same thing.(please test)

https://udn.epicgames.com/Three/CrowdSystem.html

Or you can use your own crowd.I just need someone to open a level with a corwd>play from here wait a few seconds and exit>play on pc and exit(use console command exit)>play again from here and tell me if your crowd is spawning or not.

For some unexplainable reason this problem isnt present with the crowd in the sewer in the ExampleMap that comes with udk.

if I play on pc from the editor viewport,in any map,my paths get broken.but I don’t get any warnings.

it doesn’t help in your situation,but does show that playing the game that way can mess with stuff.

Thank you .If someone else coud download the sample level from above link(5-6mb)and do the test the way i explained it it loud be of much help :wink:

Meanwhile if the way i tested my game (the 3 steps) and you cook the game…in the final coocked game the agents wont spawn either.I cant beleve this wasnt seen years ago by Epic!

The only way i find to fix this is if in the UT Crowd Spawner i dont use the option Force Nav Mesh Pathing.I think this is the thing that breaks the agents to disappear.
Will wait for someone more to confirm the first post method.

Update:managed to control the frustration and read what said again.Paths defenetly get broken with no error message.Rebuilding them looks like it fixes the issue, but will have to try quite a few combinations before i feel comfortable.
For now i suspect that the bug is in the relation between the Force Nav Mesh Pathing and the Pylons.