Problems with 4.20.x and Dynamic NavMesh

Hi guys,

our game uses procedurally generated levels and we’re experiencing a problem with dynamic NavMesh.

On 4.17.x it all worked just fine. When we switched to 4.19.x it was not working anymore, so we had to add a little hack: once the level was generated, we forced NavMesh rebuilding via the console command (‘RebuildNavigation’), and it worked again.

Now we moved to 4.20.x and it doesn’t work again. At all, even with the RebuildNavigation hack (which, by the way, seems like it’s not a console command anymore…where did it go?).

We know that NavigationSystem has been refactored and moved to a dedicated module, we already changed all the relative header includes and code, but do you guys have any idea on what would be the right setup to make it work again with procedurally generated levels?

We also saw that there are now quite a few new options in Project Settings -> Navigation System, and we already tried to enable/disable them to see what would happen, to no avail.

Thanks for your help!

If navmesh was generated but not detecting the meshes. Try the following for hismc or procedural mesh(works with procedural landscape):

HISMC->AddLocalOffset(FVector(0, 0.01, 0), false, NULL, ETeleportType::None);