RecastNavMesh Agent Radius it is not working

Hey,

I have a problem with navmesh in the editor. i tried to modify in project settings and is fixed it, but it is not updating in the RecastNavMesh-Default. Everything is working fine, but Agent Radius parameter is not working. How could i fix that?

ty :smiley:

Anybody? :c

Hey Fredroxin,

As far as Iā€™m aware, thereā€™s currently an issue where the Navmesh is recreated each time you load a level, which causes the default properties to remain.

The way to handle this for right now is to add a supported agent and set the agent radius and other properties in that.

You can do this by navigating to Project Settings->Navigation System and adding a Supported Agent. If you set the radius there, youā€™ll notice that the agent radius will be set correctly after you build paths or restart the project if youā€™re not seeing the changes immediately.

Have a great day

4 Likes

Great! Ty so much! :smiley:

I run into this bug, and it is very stupid bug:
you should not change the project setting ā€œagent radiusā€ with keyboard, instead, drag it with mouse !!!

if you have already changed it, follow steps like this:

  • Goto project setting, find ā€œagent radiusā€, set it to ā€œ35ā€
  • Drag the value with mouse! Drag the value with mouse! Drag the value with mouse!
  • Now the value is successfully updated

You are an absolute god. How the ā– ā– ā– ā–  is that a bug in the engine?
Thank you so much for being that guy writing a solution after you found it. <3

@Sean_L Tried that and I canā€™t teleport in my scene anymore. Iā€™m using streamed levels on a VR setup, using the default VR Pawn teleport logic. I can see the projected teleport circle on the ground, wherever thereā€™s a navmesh, but it wonā€™t commit to teleporting.

Iā€™d imagine this is easily replicated by adding a support agent on the default VR teleport level.