Hi Epic Staffs
Our level designers complained that the RecastNavMesh actor was constantly being modified, prompting them to submit every time. This confused them.
Through our testing, we were able to reproduce this behavior.
A level structure similar to this is needed:
- Parent Level
- Level Instance Actor
- SubLevel
- Recast Nav Mesh
- SubLevel
- Level Instance Actor
Normally, after loading the Parent Level, a new Recast Nav Mesh Actor is generated within that Parent Level.
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However, once the level structure shown above is generated,
it seems that every time the Parent Level is opened, the Recast Nav Mesh Actor is somehow set to Dirty, prompting a need to re-save.
The problem disappeared after deleting the Level Instance Actor ‘SubLevel’.
What we want:
- We don’t want to resave the Recast Nav Mesh Actor when we didn’t touching anything
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