I originally had a nav mesh generate over my whole level. But as the level grew in size, I noticed certain parts wouldn’t really get any nav mesh even though they were within nav mesh bounds. Here’s a picture of a fully “built” nav mesh that simply stops in the middle of my hill even though a bound covers it fully.
I thought this had something to do with the “Tile number hard limit” option under project settings-> Nav. mesh since I was generating around 160k nav mesh “points” (of whatever unit the building pop ups uses).
and I read somewhere (by some Epic staff if I remember correctly) that for larger maps you should use dynamic nav generation around the ai instead of covering the whole map since it was lighter on memory to only generate it around them in small radius vs covering the whole map.
However, I’m hitting the same issue after changing my whole system.
Basically, my nav mesh stops generating at around the same place as when I was generating a full navmesh over my whole level… even though I only do it dynamically now.
Here’s a screenshot Even though the currently generated navmesh is thousands of times smaller, it still cuts off where the red line is when I have the same nav mesh bounds.
Now when I delete (or scale down) my other nav mesh bounds… this “limit” disappears and the mesh will generate further up (but other parts will now be missing the navmesh since they won’t be covered by navmesh bounds anymore.)
It looks like it’s not the size of the generated navmesh but rather the navmesh bounds that are causing it? Otherwise I guess an empty navmesh bound shouldn’t affect this at all, right? I find this a bit weird.
How can I make nav mesh able to generate anywhere on the whole map?
What am I doing incorrectly here?
I’ve tried using a single large Nav mesh bound, instead of multiple smaller ones but that has the same results. Above a certain scale size of a single bound, no nav mesh gets generated in it either.
I’m using the nav mesh invoker component in my AI character blueprint to generate the nav mesh in “3000” units around my ai.
I’ve tried changing “Tile Size UU” in the project settings up and down without much improvements. Larger numbers won’t cover or spread over more area, it’ll cut off around similar places even though the tiles seem smaller or larger depending on what number its set to.
Any help or tips are greatly appreciated. Thanks.