Nav Mesh Tiles Split

I’m having a bit of an issue with my nav mesh generation. Small height differences/slopes in the landscape are causing nav mesh tiles to be split/disconnected like this. If it was just a visual thing, I wouldn’t care, but AI will actually path find around these nav tile splits.

I’ve tried a number of different generation settings on the RecastNavMesh actor. Reducing/Increasing Tile Size, Cell Size, Cell Height, Agent Max Step Height, Max Simplification Error. Some have caused it to get better, but I haven’t found a combination of settings to completely fix it. So if anyone has an idea of how to fix it, I’d really appreciate it.


Update: I haven’t been able to fix it completely, but using this person’s settings, I was able to mitigate it drastically. https://forums.unrealengine.com/t/navmesh-cracks-in-irregular-geometry-such-as-hills/408907