Nav Mesh looks different than when I run the game? Does anyone know why nav mesh would change during runtime?
Also it uses the Recast nav mesh actor instead of project settings right instead of project settings for nav mesh? or both?
Btw the building is a static mesh I made with cubegrid. Thanks
Just to make sure that it isn’t the static mesh you’re using that’s causing the issue, you should try using the Nav Mesh on something else and see if it changes there as well.
Hey i think I fixed it, but I have a question and please correct me if i’m wrong.
The are two places to change the settings for nav mesh.
Edit>Project Settings>Engine>Nav Mesh>Generation
OR
Change the settings in RecastNavMesh-Default actor.
When I changed the settings in recast navmesh actor, i don’t think it did anything…
After I changed the settings in project settings instead, it worked… I’m just confused now because when I did change the recast navmesh actor it visually looked like it changed the nav mesh in the viewport. What I think is Unreal takes the settings from “Project settings” configuration instead of RecastNavMesh actor instead but it just visually displays the recast. I’m so confused XD
Question:Is there anywhere that says “Unreal I want you to choose project settings instead of Recastnavmesh actor”, or something like that? Cause I was told in a tutorial that you can put your settings in either of them.
Thanks
Wait, what exactly did you do to fix/“fix” it?
I originally used the RecastNavMesh actor to set the navmesh settings like cell size, tile size UU.
After I went into Edit>project settings>Engine>Navigation Mesh>“changed the nav mesh settings here” instead of doing the above.
That worked. I was told you can edit either one to edit the navmesh but something is wrong with RecastNavMesh, I was hopping someone could explain it a bit more. Or should I just avoid trying to use it in general.
I did some research on this thing, and it’s really hard to get information about it. So, how it works is elusive to me. That’s why I asked what you did. You basically just did things the traditional way.
I think it’s going to be deprecated, if it isn’t already, because so few, if any, people use it.
It could also be an Engine version issue, but again, information on it is so sparse, I can only speculate.
I’m glad you got it working; there’s myriad other problems waiting for you around the corner.
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