Skipping dirty area creation because of empty bounds

Hello,

Does anyone know why the dynamic navmesh finds some empty bounds foliage ?
Here is my output :

LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: BP_DeadTreeResourceFoliage_C /Game/MainGame/Maps/Volcano13/Volcano_Height-505/Volcano_Height-505_x7_y1.Volcano_Height-505_x7_y1:PersistentLevel.InstancedFoliageActor_0.BP_DeadTreeResourceFoliage_C_0)
LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: BP_DeadTreeResourceFoliage_C /Game/MainGame/Maps/Volcano13/Volcano_Height-505/Volcano_Height-505_x7_y1.Volcano_Height-505_x7_y1:PersistentLevel.InstancedFoliageActor_0.BP_DeadTreeResourceFoliage_C_1)
LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: BP_DeadTreeResourceFoliage_C /Game/MainGame/Maps/Volcano13/Volcano_Height-505/Volcano_Height-505_x7_y1.Volcano_Height-505_x7_y1:PersistentLevel.InstancedFoliageActor_0.BP_DeadTreeResourceFoliage_C_2)
LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: BP_StoneResourceFoliageComponent_C /Game/MainGame/Maps/Volcano13/Volcano_Height-505/Volcano_Height-505_x7_y1.Volcano_Height-505_x7_y1:PersistentLevel.InstancedFoliageActor_0.BP_StoneResourceFoliageComponent_C_0)
LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: FoliageInstancedStaticMeshComponent /Game/MainGame/Maps/Volcano13/Volcano_Height-505/Volcano_Height-505_x7_y1.Volcano_Height-505_x7_y1:PersistentLevel.InstancedFoliageActor_0.FoliageInstancedStaticMeshComponent_0)

I added a print node printing the bounds Box Extent in the Foliage Instanced Static Mesh Components and noticed that sometimes, the values are 0,0,0.

I don’t understand why. Any idea ?

Thank you so much !

“world settings>world>navigation system config == NullNavSysConfig”

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It works for my Project :slightly_smiling_face:

Actually this was never solved here in case you want to keep using a navmesh. The navmesh gets hung up on instanced static mesh components that have 0 instances. If you simply remove those components or deactivate collision on them, you won’t get the warning anymore.

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