Hi, I have a couple of maps in my project and one of them is based on static nav mesh while the other is based on the dynamic nav modifiers runtime enabled. While I was doing a package test today, I got the following error: LogObj:Error: LoadConfig (/Script/Engine.Default__RecastNavMesh): import failed for RuntimeGeneration.
The issue can be reproduced using the following method in the default Top Down template:
- Go to Project Settings >> Navigation Mesh >> Set Runtime Generation to ‘Dynamic Modifiers Only’.
- Then select the Recast Nav Mesh in the scene outliner and override it’s Runtime Generation to ‘Static’.
Now try packaging the product. It should print out this error and prevent the project from completing the package process.
OS: Windows 10 Enterprise Edition
[I’m not sure if games generally require different levels with different types of nav mesh runtime build status, but I’ve been working on Marketplace content and hence sometimes require having different options in different maps to showcase different features. As a result sometimes there is a difference between what’s specified in the project settings and the recast for each level when it comes to runtime nav mesh generation and hence this issue is kind of problematic.]