Hello
In our project we use a partitioned level to have a bigger environnement and don’t need to load everything at the same time.
With partitioned level, a partitioned navmesh is requered if you want a navigation area, it’s not possible to use a static navmesh as is a non portitioned world.
I have followed this article to add a partitioned navmesh
https://dev.epicgames.com/documentation/en-us/unreal-engine/world-partitioned-navigation-mesh
The problem :
The partitionned navmesh don’t want to work on our level, the debug never display it and npc can’t move.
- If i clone the level (save as a new level), the partitionned navmesh work on this new level.
- The generated assets seem to be ok, they have the same size on the base and the cloned level with the same partition params.
- Change the resolution of the partitions does not solve the problem, there are more or less generated assets (as intended); but nothing happens.
- Nothing happen if we sync the navmesh with a grid (but works on the cloned level)
- It work well if i create a new partitioned level with the default terrain and add a partitioned navmesh on it
- A standard navmesh with dynamic settings work but is too heavy in performance as it need to be rebuild when the player move
Is there a way to see what is wrong on the level ?
Using the clonned level at the place of the current one is not a solution, it can hide this problem temporarily, but it’s not a fix and does not guarantee that it will not recur again.
Thank you for your answer.
Nicolas LAURENT
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