Spawned Enemy not using Navmesh

I have enemy characters using AI controllers and Behavior Trees. Also the level is loaded using “Load Stream Level”. So I wait for the level to be fully loaded and then I spawn enemies using SpawnActor. I have already set the “Auto Possess AI” to “Placed in World or Spawned” and the correct “AI Controller Class”. With that I can see the Behavior Tree working but debugging apostrophe and pressing 0 there is Navmesh for the enemy.

Any Ideas?


I found the solution. For Stream Levels we have to change some Project Settings. “Navigation Mesh” → “Runtime” → “Force Rebuild on Load” to True and “Navigation Mesh” → “Runtime” → “Runtime Generation” to “Dynamic”.

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