Hi there,
We encountered what seems to be a bug with UE’s NavigationSystemV1.
Our enemy characters use a NavMesh to find the path to their target position. When there are no obstacles or steep slopes, we expect the path to a straight line to the target position, but are finding cases where depending on the start position and target position, a less than optimal path is generated.
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Upon further investigation, we found issues with how the navigation mesh is actually generated. There seems to be a crack in the actual navigation mesh, as demonstrated in the below figure:
On the left is a path we expect; on the right is where the problem seems to occurs.
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Up until this point we’ve confirmed the problem via the following:
・A map with World Partition turned on
・A landscape terrain that is somewhat bumpy
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Please see the sample project “NavMeshTestEn.zip” we’ve attached.
It was made targeting UE 5.6.1, but should also be reproducable in UE5.7.4
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Reproducing via the Sample Project
Opening up the project and starting the bundled map, you’ll be able to control the camera similar to the Blank Template. WASD and Mouse input control the camera positiona nd viewpoint.
Clicking with the Left Mouse Button will place a Red Marker in the scene that represents the Target Position. A path is then generated from the camera position to the Red Marker (drawn as a green line).
In most cases the path is a simple straight line, but play around with either the Target position or Camera position will reveal sub-optimal paths are occasionally generated.
If you also look closely enough, you’ll notice some cracks in the underlying navigation mesh as well.
Cheers,


