Hello @mapshot-stece,
In the first screenshot you shared, the patrol path is malfunctional due to there’s valid navmesh (with these red cross sign and red lines), the second screenshot shows the navmesh is generated and patrol path is functional properly.
For the navmesh generation, once we have an NPC Spawner (or any other AI Spawners) in the island it’ll try to generate the navmesh, since you have already got an NPC Spawner placed then the navmesh should always be generated.
When inspecting them, I learned that they calculate very slowly, and sometimes, certain areas don’t calculate a nav mesh at all.
When I end the game and play again, without making any changes, these areas suddenly get nav meshes correctly
Regarding the situation you’ve hit above might be introduced by two reasons:
- The navmesh has been generated but taken too much time to get replicated to the game client, so the navmesh debug view has a delay to show the correct result.
- The navmesh has a slow generation in this specific area, this would likely be happen if the area is dynamically loaded / unloaded.
Could you share a bit more of your setup in this area? It’ll be very helpful to learn:
- What are those props used in this area, are they all Fortnite props or you have custom imported props as well?
- Is there anything changing this area dynamically? Like loading or unloading assets during the game?
- How far is the area away from the closest NPC Spawner?