# Static nav mesh not making it into build

**URL:** <https://forums.unrealengine.com/t/static-nav-mesh-not-making-it-into-build/2682218>\
**Category:** Platform & Builds\
**Tags:** unreal-engine, navmesh, question\
**Created:** [December 5, 2025, 4:18am UTC](https://forums.unrealengine.com/t/static-nav-mesh-not-making-it-into-build/2682218 "2025-12-05T04:18:51Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Radiian](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Radiian](https://forums.unrealengine.com/u/Radiian)\
**Post date:** [December 5, 2025, 4:18am UTC](https://forums.unrealengine.com/t/static-nav-mesh-not-making-it-into-build/2682218/1 "2025-12-05T04:18:51Z")

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I’m working on a UE 4.27 project where I need a static nav mesh for a large map build with world composition. I need the nav mesh to be static because I have AI roaming that I want to continue roaming even when sub levels are not loaded. In the editor this works well with a static nav mesh thats generated with all the sub levels loaded. I can see the nav mesh stays static even when the levels load and unload and my AI continue to navigate correctly. But for some reason when I try to launch the level my nav mesh disappears. There seems to still exist a RecastNavMesh-Default object which I believe holds the actual nav data, but when I try to show the nav mesh nothing is there, and my AI fail to find a navigable point on the nav mesh. What am I missing? Why doesnt the static nav mesh show up in the build?
