NavMesh Doesn't Work At All in Death Star Hangar; Prefab Rendered Worthless for Use

Summary

Title says it all. NPC’s cannot move from their spawn location, all patrol paths broken automatically. If the collision is wrong then your default settings are wrong, but it’s not apparently that; settings same as your space template.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

Place death star hangar, place NPC’s
Collision settings still default (if they don’t work on default that’s wrong), exactly the same as in your space template (where NPC’s can navigate, although one seems to be navigating in place–btw players respawn in a falling-death-loop in space after dying in that, easy fix but goofy xp).
Doesn’t matter in underground volume or not, above ground or not (any combo).
Placing a plane or a cube level with the floor fails to fix it.
Doesn’t matter if I’m tryna get NPC’s to move from the hallway to the hangar, hallyway to hallway, hangar to hallway.

Expected Result

NPC’s are able to move from their spawn point and navigate as normal

Observed Result

NPC’s are unable to move from spawn point at all. Patrol paths that there’s absolutely nothing wrong with are broken. No navmesh appears anywhere on the floor. The hangar is worthless for level design as.

Platform(s)

PC; Windows 11 Pro

Additional Notes

Users have reported this places… Haven’t seen a workaround presented if there is one, but obviously the fix is things working correctly/at all out of the box.

Not before deleting Lore, but please also figure out how to correctly sync the forum to itself. Tired of the, “draft open in another window,” spam (a blatant lie usually disproven by refreshing the only page open, but sometimes it wants to be annoying and persist in repeatedly interrupting messages with it’s popup, which “ignoring” doesn’t work correctly to suppress either). It’s really already a lot, without the nipping at my heels while I try to document it.

The status of FORT-1126307 changed to ‘Needs Triage’. We are routing this to the appropriate team for investigation.

One user said only their upper part (control room) had the issue (not the hangar) and that putting something under/level with the floor fixed it. That didn’t fix my issue, I haven’t tested the control room yet, and their problem being opposite/ish is even more confusing. I believe the issue is in the corridor as well but not definitive, I’ll have to reclarify what’s corridor and what’s the hallway part attached to the hangar.

Would love to test it some more, test control room and maybe copy-paste the hangar from the space template for diagnostics, but I’m stuck in a (reported) bug cycle where UEFN deletes 100+ core devices as soon as memory calc finishes and live edit session loads, so I can’t effectively test much of anything atm. </3

Meant hangar to hangar* Basically from anywhere to anywhere, they won’t move, but will fight. I swear I force pushed one and it didn’t move but maybe wasn’t close enough cuz other times I can move them (they still won’t move of their own accord after). No navmesh grid appears though navmesh and patrol paths are both set to visible for debug.

Can affect navigation=YES on all flooring around npc’s. Standard navmesh flags is checked, I forget the other related setting cuz my brain’s fried but it’s checked…

Am I supposed to be using some kind of extra volume to tell things that aren’t touching a landscape (again) that they have to generate nav-mesh, and/or might such be able to force it to do so? Or, is there a different collision profile I can try that should’ve been the default? Is this an issue in the mesh itself that I can’t edit? Will Epic eventually approach bare-min professional documentation published, such as would include defining the collision profiles?