Second partitioned navmesh doesn't work in cooked build

Hi,

We are utilizing world partition nav mesh with static generation. In our world we have manually placed volumes for areas where our AI spawn. We currently have 2 grids, small and large for different agents. Nav mesh grid is generated by custom build script and gets pushed daily to each developer. No editor generation as it is also partitioned. As far as we can see each chunk is generated correctly and visible in editor via debug options for both grids. Everything works and plays as intention in editor play.

However, in our cooked version only the small grid seems to work. Any AI on the large grid cannot navigate. We have tried to debug with a dev build and the AI debugging overlay. It is clear that they try to navigate but fails, no large navmesh is visible with debug commands either. We have tried multiple remove and rebuild as well as tweaking various settings such as fixed pool size (currently off) etc. The navdata chunks also share wp grid as the agents. However, since it works in editor and small grid always work in build, we struggle to pinpoint the issue. Any insights of where to start troubleshooting?

Thanks

Fredrik

[Attachment Removed]

Does the second navmesh show up when you PIE in the level? Are there any logs for warnings or errors in the cooked version of the build? The system theoretically should support both navmeshes, but it is an experimental system and a case we have not seen since we do not use it internally. If you run the GameplayDebugger during the cooked build, can you cycle between the nav data using the Navmesh category?

-James

[Attachment Removed]

Do let me know if you look into it more. I understand the need for dynamic updates. It is what we use for all of FN and Lego FN. Nav Invokers have been getting the majority of our attention as we see that as a way forward for allowing people to determine when and where they want navmesh.

-James

[Attachment Removed]

Hi James,

Thank you for your reply. It didn’t show up in the debug tool so unsure why it was different. For now we are actually looking into going dynamic instead. We have a large world so we might be pushing the static generation + partition system too hard. Especially if you say it is experimental feature.

Currently our project is set to dynamic so it isn’t too easy to switch back and forth, furthermore regenerate a new grid takes a while.

We are getting quite close to deadlines so don’t have too much time to experiment with this. I would be fine closing the topic for now and I can create a new should we go decide to try static again.

/Fredrik

[Attachment Removed]