I’m getting a huge number of tiny 100ns recastnavmesh ticks running. Is it possible to reduce the number of these we get, lower their tick rate, stagger them or do anything else to reduce their impact on the main thread? I don’t really care if navigation generates a bit more slowly. We’re using dynamic with invokers.
Thanks,
Brenden
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Could you share out your navigation settings and navigation mesh settings? You may be able to limit the number of active tile generator jobs. I believe the default is something like 1024, and this can be changed within Project Settings->Navigation Mesh.
-James
That definitely sounds like a bug. How are you adding the level instances into the world? Are they placed, spawned, or combination of the two? Do the level instances contain any navmesh bounds and/or Recast navmesh actors when loaded separately? I would like to get a repro of this so we can dive into what is causing all the extra navmeshes to be created at runtime.
-James
Our LIs are placed in the persistent level and specialized. Our navmesh bounds volumes encompass large regions which include LIs. No navmesh bounds volumes are contained within the LIs. We do have navmodifiervolumes inside them in order to block navigation from being generated in certain spots.
At this point in editor only one recast actor is visible.
Entering pie, one recast actor appears to be visible per LI in the nav bounds volume.
Before entering PIE:
[Image Removed] If you eject player and double click on one and it zooms straight to an LI
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Are you using WP navmesh in this? I have been attempting to repro in a 5.6 project using a WP level with WP navmesh, but I am only seeing one Recast navmesh actor in the hierarchy when I PIE into the level. I have 20+ level instances with both static meshes and nav modifier volumes in them. I have tried with multiple different levels being used for the level instances as well. Do you have anything customized in the navigation system? With that many navmesh actors being created, I would imagine there are logs being spammed for registering all of them as there is a max registration queue size.
Have you tried debugging with a breakpoint for creating a navdata actor to see what is attempting to create all of them? There should certainly not be that many Recast actors and I am curious why they are being registered though they all should be supporting the same default agent. Do you also have multiple AI or navigation systems being created?
I think this is actually due to a bug. For each level instance in our world composition within the navmeshbounds, a recast actor is being created at runtime.