So,
I’ve been trying to sort out this issue for a few days now with no luck:
Our setup:
- Multiplayer setup with a procedurally generated dungeon which generates on BeginPlay
- Dedicated server streams levels with ‘Load Level Instance’ on the server and client with the same seeds.
- Server spawns enemies and replicates them to the client.
- Navigation (currently) set to dynamic
Issue:
Play in Editor works perfectly, with enemies correctly using AIMoveTo nodes and navigating around the dungeon. However on a server build, they just stand there and generally do nothing. In some tests we’ve gotten navigation to build in a tiny area around the spawn point of the dungeon (Max 10-15m square), but this is a tiny part of the overall dungeon.
We’ve tried, Static, Dynamic, Dynamic + Only Generate Around Invokers, and loads more besides. Triggering a rebuild of the navigation when the dungeon has finished building.
Any ideas what could be causing this or things to investigate further?