Hi,
I got a few questions/feature requests for the World Partitioned Navmesh.
Disclaimer: We are currently on 5.4, as far as I can tell these issues haven’t been addressed in 5.5 or 5.6, but please correct me if I am wrong.
First and most important request, is support for iterative level design. Only thing I could find was this from a year ago [Content removed] has anything been added to the roadmap yet?
We are working on a large world and would like to use WP navmesh, but as it is not viable to rebake the entire nav mesh before every commit (or entering PIE), we haven’t found a good way to make it usable during development, without getting artefacts, from small or big changes.
What is the best approach to temporarily detach actors from a baked navmesh? I.e. if we move a static mesh in level editor, we would like the nav mesh to be dynamically regenerated at runtime, after nav chunk load, at both the old and new location.
Next issue we encountered, was nav persistency during respawn. We reload all streamed in levels, but since this is not a visibility change, it dirties everything. My current approach is to compare all unregister/register events send to the nav system, and only forward the unmatched, This is cumbersome, but works for now.
Is there a way to tell the nav system, to treat those reloads the same way as visibility changes?
Baking the entire world is very slow. We do have a huge world, but seems that a lot of the bake time is spent on loading areas with no nav bounds. Is there a way to optimize this? And is there any simple way to rebake individual chunks? rather than doing the full rebake. Currently nav bounds volumes are spatially loaded, to prevent complaints about fixed pool size being too small. But I am not sure if we should have those always loaded instead?
Finally the debug rendering of navmesh is very slow for large areas, due to expensive bounds calculation, and a lot of vertex duplication in the nav renderer component. I have made a stripped down debug renderer, but would rather not spend more time on this, if you have something scalable in the workings.
Is there any plans for optimizing this? (or am I doing something wrong?)
Hope you can give us some pointers on how to make the WP Navmesh viable during production.
And let me know if you would rather have the post split up into individual questions ![]()
/Jannek