RecastNavMesh mirror spawns my attacks on it and enemys (have a video showcase) Is it a bug and what can i do to fix it ?

I dont know what this is and why is it happening but when i attack and i have my debug lines around the attack (which is just area damage that do damage over time) they show up first where i cast the attack and at the same time it mirrors it and make a double of it on the exact spot where the recast navmesh is located. On top of that i have enemy respawn point put on my map and the exact same thing happens. The enemy spawn on the recastnavmesh location and on the location i am acctually put them on the map where they should normally spawn. Here is the video how it looks like RecastNavMeshBug

Can someone help with this and why is it happening there are even more stuff that aways spawn there as well. I awready recreated a new map and i had exact same results :frowning: If i cant fix this then this will ruin my whole project.

I just moved it on another position but my stuff is still double spawning on the exact same location shown in the video even if the recastnavmesh is moved. Even if i delete/remove the recastnavmesh + navmeshboundvol my stuff still spawn on this invisible spot in the air. Any help on this would be much appreciated thx.

If i awso lets say plug in an particle emitter for my attack to spawn but not specify the direct location where it should spawn and it seems it picks as default spot to awso spawn it on this same spot where the recast navmesh spawns everything like in the video. So what is this invisible spot there that spawn constantly my stuff and how to remove it ? (i double checked nothing is set as “unloaded” objects there as well on the “outliner” )

I doubt that this has anything to do with the navmesh whatsoever. The RecastNavMesh actor is usually placed at (0,0,0) and you’re probably spawning things at (0,0,0). So, coincidental, I’d guess, without seeing any of your code

Yes indeed the location is 0.0.0 Do you know what causes this and how i can fix it? scince my attack or the spawn point for the enemys do not have set this location as a spawning point but they get spawned there for some reason.

Without seeing any of the code, I’d guess that you’re not filling in the Location vector to Spawn, so it’s just (0,0,0) by default

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Ok i will have to revisit the spawner code but what about the projectile i am firing it do has a location set and i can send you screenshots if you want in fact the BP of it is the same logic as my first projectile and has same location vector set but this one does not spawn there unlike the secondary projectile im firing. P.S. Thx for the help tough i will have to revisit and get even closer look at the code maybe i do have some flaw anywhere but i know now for what to look.

You were right i found the flaw in code not sure how to exactly explain it but it had some code double made on 2 different BP’s and i think the second one of those wasnt needed at all there and it most probably did not know which location to pick because it wasnt set there and for this it choose the default 0.0.0 location so i deleted the code there and now it works :smiley: Now i just need to find the problem on the Spawn code next. but now i know what to look for ty!