UNavLocalGridManager ignores set obstacles.

Hi,

I try to implement grid based obstacle navigation.

But after the UNavLocalGridManager rebuilds its grid all obstacle points that I set are gone. I does not retain any informations in the combined grid it creates.

UNavLocalGridManager* Nav = UNavLocalGridManager::GetCurrent(GetWorld());

Nav->SetCellSize(100);

FValhNavGrid GridData(GetActorLocation(), 2*100);

GridData.MarkPointObstacle(GetActorLocation());

Nav->AddGridData(GridData, true);

I debug this with the gameplay debugger. The debugger shows the grid above ground in the air with yellow outline.

After I add one actor (black square on the ground) the grid is created but with 0 obstacles (red squares). All squares are white (clear) but one of them should be red because I set it with MarkPointObstacle().

After adding another actor grids are succesfully merged (by calling AddGridData) and still no obstacles are present.

After adding enough actors (grids) some obstacles (in this case 1) appear at random places (in this case top right corner). The place is not anywhere close the position that was set earlier.

Sometimes the obstacles even change positions after expanding the grid.
These two obstacles should represents the two objects on the left but their positions are random. The obstacle 1 is the only red obstacle from picture 3. It changed position and moved up in grid after adding more actors/grids.

Even if I set all the points (cells) inside GridData as an obstacle the grid is still all white after UNavLocalGridManager rebuild it into combined grid.

Has anyone have any experince with using this? Or can anyone confirm the UNavLocalGridManager is abandoned/not working and should not be used?