No Navigation Mesh in Packaged Game

In Unreal 5.4.4, I followed this guide to build a static partitioned NavMesh.
When starting the game from the editor, it shows with “show navigation” and works perfectly. However, after packaging the game (either Debug and Development mode), it is missing and not working. NavDataChunks actors are correctly loaded with world partition, and RecastNavMesh is present also in packaged game.

Here are two screenshots from editor and built:

If I do the exactly same steps in another newly created map, or in a new project, it also works after build, but not in the main map of my game. Unfortunately, the map is very big and complex so it would be impossible to move everything to a new map.

Does anyone know wat could be causing this and how to try to solve?

2 Likes

Did you end up finding an answer to this? Encountering the same issue.

Nav is present when I PIE, not in a packaged build on a world partition level.

Thanks!

bump

Bumping also. I’m in 5.6. Having this problem occasionally in builds. It seems random when it will strike, and i’m often having it switch between working and not working without even touching my level / geometry. I can also always see the navmesh (by pressing P) in editor working as expected.

Hi, I’m having the same problem with v5.4.4, it used to work with my old level but in my new one I can’t see it after packaging also not working in standalone game. I’d like to ask how big are your maps, I went from a 4x4km to 8x8km maybe it has something to do with the size?

So after some experimenting I’ve found out that after disabling fixed tile pool size in the recast nav mesh actor the nav mesh is now present in my game.

I’m having the same problem in 5.5. I don’t use a fixed pool size at all (so that didn’t fix it for me unfortunately)

At one point I had it loaded (but only in the starting area) I changed some settings trying to fix it and now it appears nowhere and I can’t even get back to at least showing in the starting area. I’ve tried just about every setting individually. And as mentioned before I can do the same thing on a new map and it works so it’s something bugged with the map and I can’t switch now without losing weeks of work.