Thank you for getting back to me so quick, Sean.
It’s actually quite good to hear that it is indeed not a bug with the engine. At least it rules that out, and means we should be able to fix it on our end. I’ll try to provide as much information as I can:
- We have a large landmass, using World Composition to split it into multiple proxy landscapes.
- The NavMesh Volumes are in the Persistent Level, while the landscape proxies are in their own levels. The two intersecting landscapes are in the same level, along with the invoker.
- The Invoker is a BP NPC (not entirely sure how this is set up, so I will provide more information on that once I hear back from the team).
- PIE runs fine until the NPC moves close enough to the intersection of landscapes that the generated navmeshes touches it.
The red circle is where the invoker is. He walks down the stairs, and a little bit along the path, and then it freezes for a few seconds, before it crashes.
The red line is where the two landscapes intersect. I tried editing them so that they didn’t touch, in case that was the issue, but that did not fix it. The only thing that did was to remove that landscape actor altogether.
