So, i was tinkering with some top down character movement and i discovered that the nav mesh does not really update after the character has moved.
I tried changing the runtime mode to dynamic but that didnt change anything. I also started the provided TopDown Template and it seems that it does not work there too.
Spawned actors do not affect the navmesh and if i place the actor and move it in game the nav mes is not affected.
Am i doing something wrong?
I would apprecieate any help
With only the pawn enabled there is no change in navmesh for both placed and spawned actors. (2 in the middle are placed in editor, rest are spawned while playing)
I restarted the engine. Saw that the runtime changed again to static. Changed it to dynamic. Now when pawn affect nav is on it works.
Thanks. Nearly solved.
It’s been a while since I dabbled but it, kind of, makes sense - the more I think about it at least. If the pawn contributes directly to the navmesh generation, its movement capability on said mesh will be compromised surely. A bit like shooting oneself in the foot.
For smaller humanoid like pawns that move around a bunch, might want to check out the avoidance options
Updating the nav mesh itself can be rather slow if you have a pack of enemies on screen trying to swarm the player, and a blob of them near each other will kinda just punch a large hole in the nav mesh around them so they all get stuck.
For larger/slower entities like a huge boss monster or something, AffectNavigation is probably fine though.