i just got wondered that if unreal can handle a bunch of Nav Modifiers or Nav Links which spawn during run-time.
so i have get in to the test, and make a simple blueprint actor that using âinstanced static mesh componentâ to spawn tile grid floor, then spawn random nav-modifier just above that tile (while red one is Area-Obstacle, green one is Area-Default).
but before i even try to spawn 100100 (pic is 5050), i just faced a problem. which nav mesh doesnât generate the way i expected
and, for detailed info, i marked the size of nav bound volume by Cylinder mesh.
so as you can see in the picture, nav bound is big enough to cover most of âdynamically spawned 50*50 size tile gridâ. and as generated nav mesh shows, i also set âdynamic nav mesh generationâ option thing to âtrueâ.
i just donât get it why it only generates a small bit of grid.
thanks for read, and hope all of you have a nice day
seems like there is some problem about ânavigation mesh generation systemâ. i Guess it is possible that âAdd instanceâ in instanced static mesh component doesnât tell Navigation Bound Volume to regenerate navigation mesh. So, you need to tell Navigation Bound Volume to recast nav mesh.
So long story short, i discovered that if you press F8 during play you can edit map like edit mode. so i use that, move my instanced static mesh component a little then that makes recasting work begin, and i have got a full navigation mesh.
there is some ways to make actor to tell nav system to recast nav mesh. but i couldnât find any way to rebuild nav mesh only by blueprint.
So, Long story short, you need to trigger engine to rebuild navigation mesh by moving an actor or execute some functions on C++.