Greetings,
I think we found some issues with navigation building with a world partition level. I’ll try to sum up as clearly as possible. We have a world partition enabled level where we use “non streaming” navigation.
1 - I noticed that when an object (static mesh for instance) is contributing to the navigation but is spatially loaded, despite “build paths” force loading the world region corresponding to the bounding area of all navmeshbounds, this object will not contribute. (Plane is acting as a ground and is not spatially loaded)
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Here is the result after building paths, Cube did not contribute despite being loaded automatically by Build Paths routine
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If loading manually the appropriate region from World Partition window before, this will work as I expect
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2 - Our designers were missing “organization” when using OFPA, so they use editor data layers to categorize and separate their work, allowing them to quickly remove / add actors for clarity when editing. I think this is a bad idea because from my point of view data layers are for streaming and not for edition/layout, but then I’m not still sure what’s the meaning of the data layer type “Editor”, they are still packaged even if using -SkipCookingEditorContent, can you please describe here what the purpose of Editor Data Leyer kind?
That being said, we noticed another issue, in our project we have multiple agents - 3 only ATM, and we had issue with empty navmesh in packaged builds, I finally found that we had ghost navmeshes not showing in outliner but they still request registration to the NavigationSystem when the map is loaded. Then they overload the queue causing the legit navmeshes being discarded because the 16 limit was reached here.[Image Removed]
After investigation, I found that we had all of our navmeshbounds/modifiers in a nested datalayer like LD->LD_Navmesh both of type editor. If the nested layer is not loaded when opening the map, toggling this layer will result in a ghost navmesh being generated silently and marked for add in perforce. Since the OFPA files are only IDs artists / designers are submitting them to the source control without noticing a problem. To avoid this issue we end up moving navmeshbounds/modifier to an outliner folder without using data layer. Is this the way to go or using datalayers might be an option here?
3 - Disabling Auto Create Navigation Data in project settings is overridden and set enabled without any NavigationSystemConfigActor existing in the map. It was confusing but adding the configuration actor will act as a workaround
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I linked a repro project, but it’s only for issue 1 since we have workaround the others. In the end what is the recommended way to work with world partition map and navmesh, should we also opt in to world partition navmesh, would it help to avoid those quirks?
Best
Julien