Hi,
we are using Unreal Engine 5.6.1 and have configured all related settings from the Open World template.
[Situation]
we placed a Level Instance actor into the world, setting its Level Behavior to Standalone.
Inside the map for that Level Instance, we added a NavMeshBoundsVolume and baked the navigation, which successfully spawned ANavigationDataChunkActors.
[Image Removed]
[Desired]
1. We expect ARecastNavMesh from a Level Instance to be correctly registered in UNavigationSystemV1
- Issue: It is not added during UNavigationSystemV1::OnWorldInitDone and does not get registered even after the level is streamed in.
2. We would like tile information from ANavigationDataChunkActors to be applied
- Issue: UNavigationSystemV1::AddNavigationDataChunk fails because the corresponding ARecastNavMesh for the NavDataSet cannot be found.
3. It would be ideal for a NavigationRenderingComponent to be created for the Level Instance’s NavData, allowing for visual debugging.
- Issue: UNavigationSystemV1::VerifyNavigationRenderingComponents only creates the rendering component for the DefaultNavDataInstance.
4. Our goal is for pathfinding to work on NavMeshTiles generated within a sub-world partition.
- Issue: Pathfinding calls such as UNavigationSystemV1::ProjectPointToNavigation and UNavigationSystemV1::FindPathSync
[Questions]
The behaviors we desire are not currently working as expected.
Are there any plans to support in future engine releases?
Thank you in advance.