Inconsistent nav mesh resolution?

Notice that the area beneath this arch does not allow navigation. Collision wireframe is turned on which indicates that we are using complex collision and nothing is covering that spot:

Within the same area (using the same nav mesh volume) you can see that smaller passages do work correctly. Note here how the navmesh allows travel between the columns:

So I think that rules out an issue with settings, however here is the recast navmesh settings:

Additional notes:

*Not using nanite
*No lods
*No additional collision meshes - just the complex collision as simple is used for this static mesh

Another problem area:
Here the area under the overhang does not receive tiles even though entire area is covered by navmesh volume and the agent height is not too tall.

Anybody got a clue what else I could look at?

The issue is related to size of the static mesh. If I break apart the static meshes into smaller chunks (like a few buildings rather than entire neighborhood), then the navmesh is accurate.

This is a problem related to doing level blockout in maya, but won’t be present once the environment art is converted to modular kit.

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