Nav Mesh problems 41.00 update

Summary

Did the new 41.00 update make any changes to nav mesh and NPC navigatable functions in the API?

After the most recent update none of my custom NPC guards can reach the desired navigation points I have set them to navigate towards, this did not happen before the update. All my waypoints are now unreachable.

I have turned on the nav mesh in debug mode and the patrolling area of the NPC is still all green like before and should be navigatable still.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

AI

Steps to Reproduce

Set custom npc to navigate towards a target (creative prop in my case) and make them navigate towards it with NavigateTo, but the npc won’t move becuase target is unreachable.

Expected Result

NPC should navigate towards waypoint / target

Observed Result

NPC doesnt navigate towards waypoint / target

Platform(s)

PC

I have been working on resolving the issue for several hours now but no success, here are some more details on the problem:

After the 41.00 update, custom NPC behaviors using the npc_actions_component no longer work. Specifically, NavigateTo always returns Invalid, meaning the nav system cannot locate the NPC on the nav mesh at all. The exact same map and code worked perfectly before 41.00.

After extensive debugging I confirmed that the action queue itself is functional and no built-in AI is interfering. The issue seems to be that 41.00 changed how the nav mesh is generated for UEFN projects, reducing coverage for surfaces that were previously included automatically, but I’m not sure. NPCs that used to spawn on valid nav mesh positions are now spawning off the nav mesh entirely, which causes every navigation call to fail immediately

We have the same issue since 41.00 update

FORT-1113926 has been created and its status is ā€˜Unconfirmed’. This is now in a queue to be reproduced and confirmed.

I’m not sure what it is either, I think you’re probably correct, but I too have found navigation failing much more often now. Something in path finding or nav mesh has changed. I’m guessing it has something to do with them implementing scene graph more.

Or sidekick stuff^^

I can confirm that. This is a game-breaking issue, and so far we haven’t been able to find a solution for it.

hope they fix it as soon as possible, it is currently ruining my main gameplay mechanic of my entire game and makes it unplayable.

I found this setting (se image) in world settings and wondering if it has something to do with it? I have tried with it on and off, nothing solves the issue.

Epic please revert or change this ASAP

Interesting, going to test this

I have spent the past 8 hours trying to solve the issue thinking I could solve it on my own but I think it’s a fault on epics side on the new update. Hopefully they see this and fix it soon!

One of my custom NPCs ā€œsort ofā€ works and is able to navigate towards ONE of its targets, but chooses a weird path towards it that it didn’t use before update. The remaining NPCs do not navigate at all what so ever. In debug mode with nav view turned on, everything is green, indicating it should be ok, but it is not.

Exactly the same issue here. Some NPCs work, but they occasionally choose very strange paths, while others get completely stuck. It seems almost random. During testing, you can also observe lag spikes after a few minutes, which appear to be caused by NPCs constantly trying to reach the player but failing for some reason.

None of this was happening before 41.00.

Yes, Exactly this!
I also experienced major lag spikes and my entire game will start going crazy as well, likely connected.

Made a post about it on X @BrxceWayneUEFN , please repost it or upvote this forum so we can get this fixed asap.

Are you doing it within an npc behaviour or through the actions component? Does it work in edit sessions?

I have a map using custom NPCs and they navigate fine, it’s not published though

I’m using a blank behaviour and doing navigateto on LUF vector3s through the component if that helps?