Top-Down Navmesh works in Editor but not Standalone

I have an issue I really need help with, I have no idea why it’s doing it. I am building a maze and it’s using Hierarchical Instanced Static Meshes to place the walls. It works flawlessly inside the viewport…

but as soon as I launch the game I am running into invisible walls it’s acting like the navmesh isn’t being generated across openings but it’s doing it like 2 or 3 walls in so I can move through it till I reach a specific point and then I can’t go forward anymore.

I’m at a complete loss and if someone doesn’t help me figure this out then I may just have to abandon it all together, because I can’t seem to find any resources on this issue.

Update: I finally figured out there was a console command for showing it…this is what I’m getting in Standalone…In the Editor though it doesn’t do this…why would it not draw it there in Standalone but draw them in the Viewport?

Alright after digging through every post on AnswerHub, the Forums, and Googling it several different ways I found exactly one YouTube video that mentions the issue and how to fix it. It’s the ‘Agent Radius’ I don’t know why this would even be an unanswered issue to begin with concidering you need navmeshes for A.I. I would think that people would run into this issue pretty often.

The video I found covering it is here, if this helped you give the video a thumbs up and let him know.

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Alright I figured it out for real this time, I feel like an idiot now…I was using a static navmesh for a maze system I built that is randomly created at startup…nothing was wrong with the navmesh, it was generated for a different maze was the issue.

Here is the video I followed to solve the issue. Create a NavMesh in Large Open World using Navigation Invokers in Unreal - Works with Voxel Plugin - YouTube