- 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.
=> This is not the case because if it were an issue of visualizing the debug mesh, the NPCs would still behave normally, which is not the case. I would also expect that in that case, the Patrol Path wouldn’t be red with crosses as it should be valid/working in the case it was generated, but the debug visualization is delayed towards the client.
(Standing still NPC’s at their spawner, no nav mesh being generated)
- The navmesh has a slow generation in this specific area, this would likely be happen if the area is dynamically loaded / unloaded.
I’m not using any dynamic loading in this area with a datalayer, cinematic or Verse.
- What are those props used in this area, are they all Fortnite props or you have custom imported props as well?
In this area I’m only using Fortnite props. I do have custom props in the game, but they are not placed in this area on the ground. Some are on the walls (banners), but the walls themselves are Fortnite assets.
How far is the area away from the closest NPC Spawner?
Not sure how to measure or explain this. But it isn’t far at all. I’ve attached a screenshot.
On the left with a red circle, I have two NPC spawners. These are configured to follow the blue line patrol path group with 1 and 2 being the first nodes. Which are the nodes on the screenshot of my initial post. There is a third NPC Spawner, which is linked to the orange lines patrol path group. This NPC spawner is encircled in Blue.
Imo it’s not an issue from distance between NPC spawner and the patrol path nodes.
(I’ve also done a test where I moved away the secondary PAtrol Paths with the orange lines to see if intersecting paths were causing an issue. But this was not the case.