Navigation system picking wrong agent

I get it, this is old but apparently not fixed even in UE5? If it is, do tell but at least in blueprint, I saw no reason to believe that.

I have two agents, tell the navmesh bounds to support only 1 and it builds navigation for the other one… what’s the point of a setting if it gets ignored?

The two agents have different settings, like one can step up quite high (hovercraft) but the radius is the same so I’m guessing the system chooses the one latter added to the agents list. Ignoring my SupportedAgents setting if the radius is the same…

I’m truly sorry to whine about this again but years later and this still isn’t done despite being a relatively obvious problem. Why force automation if it doesn’t work? Just let us choose agents everywhere, please?

(Actually tried removing all supported agents from the navmesh bounds (I have 4) and it still built 2 RecastNavMeshes…)

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