Navigation kind of a mess

I would have thought with all the work Epic is putting into UE5, navigation would be already well solved, but looking around the internet, people still have a ton of issues with it, me included. All the navigation-related bugs and workarounds really don’t help maintain a good impression of the nav system. Especially if some of the issues persist for 10+ years. So I have a few burning questions before I lose sanity.

Is navigation system being overhauled? Are any radical changes coming?

Is everyone relying on some magical third-party solution for reliable, stable navmesh navigation? If so, which one please?

How seriously is Epic taking all the stuff that comes up if they google “ue5 navmesh problems”?

Yes, I could be more specific and talk about how I have to delete and remake navmesh volume every ■■■■ time for the system to pick up smart links, how those never get picked up as child actors, how user-unfriendly and functionality-lacking the whole link system is or how about child static meshes attached to navlinkproxy get all their collision settings ignored but…

…I’ve just spent a few days debugging this hot mess and it really takes it out of me.

Nothing changed in v5.5? Apparently this shipped:

https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1645-pathfinding?&utm_medium=social&utm_source=starter_share

Thank you for bringing that to my attention, however when it comes to nav volume and the produced navmesh, many of the issues highlighted over the years still apply unfortunately. It seems to be a wild guess whether things will work, too much uncertainty considering how much attention enjoy more in-your-face features like Metahumans or Nanite.

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