Navmesh Generation with proceduarally placed streaming levels

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?

Did you find a solution? Curious for myself as well.

Nope - we ended up having to go with a hybrid approach of add input hand-rolled navigation in these procedural levels (quite sub par solution), and keep normal navigation in the overworld maps.