[Question] World Partition Navigation Mesh with Sub-World Partition (Level Instance)

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.

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[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.

There is no planned work for WP navmesh support currently. We have recently added an additional navigation dev to our team, so some work may get added, but I would not plan for that to happen as other items are a higher priority right now.

In regards to WP navmesh, it was not tested to be used in sub-levels or Level Instances to add their tiles to the world. It should in theory be possible to load tiles from Level Instances, but it might require some engine changes and careful placement of Level Instances inside the world. The tile grid coordinates from the Level Instance’s navmesh would need to match with the recast coordinates in the main WP level to be added correctly. WP navmesh is still experimental, and we are not using it internally to have best practices or workarounds for the various streaming setups in WP.

-James