I’m not sure if I have some incorrect settings with my navigation or if I’m hitting upon some limitation of the engine/recast.
I am attempting to use dynamic navmesh generation and using navigation invokers, my terrain is very large about 300,000 unreal units by 300,000 by 50,000 units tall. 300k x 300k x 50k.
When I make my navmesh bounds volume smaller than that, the default navmesh generates perfectly.
But when I size up the navigation bounds volume to 300k x 300k x 50k the navigation invokers aren’t triggering anything and the navmesh never generates. If I change my cell size and cell height to 700 though then I do get a navmesh generating even with the very large nav mesh bounds volume, but the resulting navmesh is very inaccurate to my terrain. See the images below for that inaccurate navmesh (those peaks shouldn’t be there as the terrain is flat).
Is there some setting I need to change to get more accurate navmesh with a large world and large navigable area?
Example: