Spawned actors do not affect navigation, but placed actors do.

Hello,

I’m having trouble with spawned actors not being taken into account on the nav mesh, and having actors run into each other. These same actors work fine when placed directly into a level. I’ve made an example to demonstrate this.

In this first video you can see the white and yellow characters are able to navigate this small maze with other characters blocking some routes.


In this second video I have removed one placed actor, and spawned in an actor on BeginPlay. You can see the spawned actor has no red area under them and the moving actor runs right into them.


In the top right is a moving box to confirm the nav mesh is dynamic.

I’ve tried every permutation of capsule and static mesh collision and nav settings I can think of.

My preferred settings for the character are to use RVO with default settings and the capsule component is set to be a dynamic obstacle with ‘Can Ever Affect Navigation’ set to True.

Does anyone know what I can do to get my spawned actors to affect the nav mesh and stop the actors from running into each other?

(I did see a similar post where the solution was apparently to set “Strictly Static” in World Settings, but I don’t see any such option in 5.5)

Any help would be appreciated. Thanks,

Darren

Have you enabled runtime generation for your navmesh in project settings?:

On a sidenote: I don’t like idea of navmodifier on characters, but it’s ok as long as you don’t attempt to move them every tick

Yes, Runtime Generation is set to Dynamic.

I’m not using NavModifiers on the Characters.