Bumping this thread.
I have a setup with nested sub-levels that encompass the same space but are not active at the same time:
I want to be able to stream a random sub-level in with a static navmesh manually built. However, if I build navmesh data for all of these sub-levels, that navmesh data is discarded or not recognized when streaming in the sub-level at run time:
I’ve tried every configuration I’ve seen on the internet regarding this concept with no success.
I’ve tried using the world settings to achieve this very simple concept with no success:
I’ve tried using “Spawn Nav Data in Bounds Level” and “Force Build on Start” and “Block Initial Load” in every configuration you can think of and still no luck.
I’ve tried with a nav bounds volume in the persistent level and without one.
The closest I got to my goal was building all of the sub-levels together at the same time with a nav bounds in the persistent level, but that results in a messed up navmesh thats not usable. It seems as though having a persistent level nav bounds volume means it will only hang onto the last path build and it will completely delete any other path builds you did for the prior sub-levels.
The documentation on this concept is ashamedly non-existent and the concept, though simple in nature, is obfuscated by the fact that there are so many levers you can pull that seem to do nothing at all or just don’t work together in a variety configurations.
The system feels extremely hard to work with…
Anyway, if anyone out there knows how I could achieve streaming in different levels with manually built static navmeshes, I would greatly appreciate some clarity on it.