NavMesh not working / grey in VR template

I am using UE5 VR template, tested it with Oculus Quest 2 and the starting level works like a charm.

I create a new level, simple lighting, one box, player start, and a NavMeshBoundsVolume.

The issue is, no matter what I do and the settings I try my new NavMesh doesn’t work and I cannot teleport using controllers. It also looks grey and I cannot find a way to make it green/build it even using the simplest box geometry.

Here’s an image of a new level with Navigation visualisation turned on (grey overlay):

And the original VR template level (green overlay):

How can I fix this?

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Hi Evmatica,

Does the mesh in your new level have collision? (If not, you can generate collision in the static mesh viewer)

If it does have collision: When you put default meshes / meshes from the template into that level is navigation generated?

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Hi @Astrotronic

Thanks for the suggestions, I do have collision and tested this behaviour with the same level. On image 1 I load it into the VRTemplate level that comes with the VR template and teleporting with VR controllers works.

On 2nd image I created a new persistent and loaded the same level in. You can see the NavMesh is grey and collision is not working. When I play test with VR controllers I cannot teleport.

I can technically re-create the whole scene in the VRTemplate and it should work for now but it’s a very strange behaviour.

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Ah, level streaming could throw a wrench into things. I came across this thread. In it, it is suggested that the NavMesh Volume should be in the Persistent level.

I also just noticed a ‘RecastNavMesh’ actor that gets created with the BoundsVolume. Some promising settings on that like. ‘Force Rebuild on Load’ and “Runtime Generation”

I’m not sure what the grey nav mesh means…

Let me know if neither of those ideas help. Being able to use teleport navigation in a level loaded via level streaming is important!

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Hi @Astrotronic

Thanks for jumping in with suggestions :slight_smile:

What we figured out is we had an object creating a large Visibility Collision box which interfered with VR teleport BP’s interactions with NavMesh. Interestingly, this large object had Player Collision turned off so why Visibility Collision was affecting navigation is still unclear but for now we have great results by just checking both types of Collision for rogue large objects or setting everything as complex in Project Settings.

For the NavMesh outline colour, we found that the SunSky lighting system changes its colour from green to grey due to large lux values of 75000. This was just a visual thing that does not affect anything.

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Hey @Evmatica,

I’m having the same problem. Could walk me through what your solution was? I don’t get it from your text. That would be awesome!

Hey @tomaaron872

You basically need to go to your View Modes dropdown (Lit, Unlit, etc) and use Player Collision and Visibility Collison view modes to check your scene for any large objects - landscape meshes, skydomes, and similar - to see if any of those are creating a huge Player/Visibility Collision mesh.

You may need to zoom out quite a bit to see some of these.

The non-intuitive part of this is Visibility Collision interfering with the NavMesh doesn’t make any sense but it was toggled on our SunSky and was causing issues with NavMesh.

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Thanks so much! :heart_eyes: