Navigation Supported agent does not work.

I have problem in UE5.2.0.
I set two different navigation agent in project settings:

  1. default radius 30
    2.boss radius 100

In some levels I need to use both. But in other levels I only need the default, so I uncheck the boss option in the NavmeshBounsVolume.
But when I start the level, AI doesnt work. I debugged it , and found that in the NavigationSystemV1, the member variable SupportedAgents Num is 2. The boss option is still in it , and all the interface which get nav data finally get the boss one. which doesnt contain any data.
so how can I solve it , thanks

So does it ever work? Like it works on the other level for both or only for default agent on both levels?
Did you check the navigation mesh settings in project settings? Not the agents but the other one, it has things in generation like “minimum agent radius” and “maximum agent height” and I believe that basically makes your agents invalid if they don’t fit into that.

The whole agent thing is a tad overcomplicated for me tbh. to the point that I had to write c++ changes despite never really programming in c++ (did some c# back in the day but hey, copy paste is a wonderful thing) as Navigation Raycast was taking “controller” instead of pathfinding context which could take the recast navmeshes like in FindPath (and thus work) ALWAYS resulting in usage of the default agent obviously not helping when I have more agents. Thinking of making a blueprint callable node of “get agent props” or something and navigation nodes I can plug it into, maybe turn it into a plugin? Currently on UE4.27.2 so not sure if it will be of any use to others but who know… might give up halfway as is :slight_smile:
The navigation raycast node does work though so I’m already happy.

bool UCustomNavigation::CustomNavRaycast(UObject* WorldContextObject, const FVector& RayStart, const FVector& RayEnd, FVector& HitLocation, TSubclassOf<UNavigationQueryFilter> FilterClass, AActor* PathfindingContext)
{
	UWorld* World = NULL;

	if (WorldContextObject != NULL)
	{
		World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
	}
	if (World == NULL && PathfindingContext != NULL)
	{
		World = GEngine->GetWorldFromContextObject(PathfindingContext, EGetWorldErrorMode::LogAndReturnNull);
	}

	// blocked, i.e. not traversable, by default
	bool bRaycastBlocked = true;
	HitLocation = RayStart;

	const UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent<UNavigationSystemV1>(World);

	if (NavSys)
	{
		// figure out which navigation data to use
		const ANavigationData* NavData = NULL;
		INavAgentInterface* MyNavAgent = Cast<INavAgentInterface>(PathfindingContext);

		if (MyNavAgent)
		{
			const FNavAgentProperties& AgentProps = MyNavAgent->GetNavAgentPropertiesRef();
			NavData = NavSys->GetNavDataForProps(AgentProps, RayStart);
			//UE_LOG(LogTemp, Warning, TEXT("NavRay_MyNavAgent VALID"));
		}
		if (NavData == NULL)
		{
			if (Cast<ANavigationData>(PathfindingContext))
			{
				//UE_LOG(LogTemp, Warning, TEXT("NavRay_NavAgent INVALID but Context Cast SUCCESS"));
				NavData = (ANavigationData*)PathfindingContext;
			}
			else
			{
				UE_LOG(LogTemp, Warning, TEXT("NavRay_NavData casting FAIL"));
				NavData = NavSys->GetDefaultNavDataInstance();
			}			
		}
		if (NavData != NULL)
		{
			bRaycastBlocked = NavData->Raycast(RayStart, RayEnd, HitLocation, UNavigationQueryFilter::GetQueryFilter(*NavData, PathfindingContext, FilterClass));
		}
	}

	return bRaycastBlocked;
}