So I was planning on having my levels all being dynamically loaded into my persistent when player walks into rooms.
I got hundreds of levels(streaming levels), so it’s not something I’d like to have loaded in my persistent level all the time, even if hidden. But I’m having one issue with building my navmesh.
I was under the impression that I could go in, and generate a navmesh for each one of those levels individually, then when theyre loaded at runtime they would keep their navmesh intact, but it seems not to be the case. It seems like their navmesh is nuked as soon as they get loaded in. I also tried adding them to the persistent, and building each one of them individually there(by hiding and unhiding them) but seems like the persistent is what stores all the navmesh data and nukes anything not unhidden.
Its not realistic to have all my sublevels visible at one time, it will crash my game with the insane amount of memory it would take. I was also looking into world partition, but that has a bunch of other issues too (one of them is baking lighting, which is something I want for the project)
I also tried “Should discard sublevel nav data” and turned it off, but it still discards the navmesh data.
Wondering if someone has any ideas on how i can solve this.