I have the following problem, in UE5.0 EA: on a very large landscape, the navmesh is not building properly; Next I will add a few screenshots of different size variations of the navmeshes on the landscape (yes I have tried other landscapes, different inclinations (with weirder results), very large static meshes, etc):
I found little written documentation about nav meshes, especially something that concerns my issue, but I have tried the following with no success:
Change tile size (didnt make sense but…);
change max simultaneous tile generation;
change tile number hard limit;
change region / layer partitioning method;
One thing there is worth mentioning, I made another landscape with 0 rotation on the Y (unlike the previous) put a very large navmesh on in and it built it UNDER the landscape.
I’ve spent 2 days on this already trying this and that, Unreal Discord couldnt help me this time.
I know I could use a dynamic navmesh with invokers on the AI, but because the AI would need to have a very large detection/movement radius (about 150-200 meters) it would have to have a very large invoker range and it simply tanks performance (i’ve tested it on my ryzen 5 3600 and performance fell from 120 fps to 30-40 while the AI was “chasing” me and generating the navmesh).
So a static navmesh will have to do, but im blocked because of this issue.