# Nav Mesh Tiles Split

**URL:** <https://forums.unrealengine.com/t/nav-mesh-tiles-split/1196932>\
**Category:** AI\
**Tags:** unreal-engine, question\
**Created:** [June 12, 2023, 3:13pm UTC](https://forums.unrealengine.com/t/nav-mesh-tiles-split/1196932 "2023-06-12T15:13:49Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![drb1992](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@drb1992](https://forums.unrealengine.com/u/drb1992)\
**Post date:** [June 12, 2023, 3:13pm UTC](https://forums.unrealengine.com/t/nav-mesh-tiles-split/1196932/1 "2023-06-12T15:13:49Z")

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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.

 ![Nav Tile Split 1.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/0/a/10a34e415debd0a4507341c1bf517cbabaaf6306.jpeg)  
 ![Nav Tile Split 2.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/7/3/673e9b261c45aabb3ebff73bc3fd889b4fe16d6f.jpeg)

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](https://forums.unrealengine.com/t/navmesh-cracks-in-irregular-geometry-such-as-hills/408907)
