World Partitioned Navigation Mesh guide - only part of world gets a covered by navdata chunks

Hi there,

It’s a Engine bug which causes the ANavigationDataChunkActor’s RootComponent will be destroyed after calling PostEditChangeProperty(). So we always get (0,0,0) when we call GetActorLocation(), and some of the NavigationDataChunkActors will be destroyed for the wrong location.

I post the solution in my other reply:

Hope this helps.

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