Anilarion
(Anilarion)
February 25, 2023, 3:58am
1
I want to make large world. But “Generate Navigation Only Around Navigation Invokers” works wrong. I set it, but NavMesh recalculate stats each time i move scene objects.
Look at
This zone hasn’t navigation. It works correctly cause scene hasn’t “Invokers”. But…
Simple moving of mesh triggers navigation recalculation.
This logic ruins the working with level. And how it will work in packaged project?
I would appreciate any advice on how to solve this problem.
Thank you.
1 Like
Have you put any invoker component to any actor?
Anilarion
(Anilarion)
February 25, 2023, 1:30pm
3
No. I did this for example. Navmesh updates out of invoker distance.
Today had some experiments with navmesh generation, haven’t seen issues with this case
I have the opposite problem, the navmesh doesn’t always update.
Hi everyone,
I’m trying to use dynamic navmesh but it doesn’t work correctly and I can’t figure out the reason for such strange behavior. I will appreciate any thoughts about this.
So, if there is one moveable cube with NavModifier and the Area Class is NavArea_Null it works well
[ezgif-3-a2f444250b]
If I add 3 more cubes it doesn’t work. As you can see the navmesh under the right cube isn’t updating at all
[ezgif.com-video-to-gif (3)]
But the navmesh starts to update if I move the camera …
Anilarion
(Anilarion)
February 25, 2023, 2:24pm
5
Ok, i solved my problem. Just need to make “Runtime Generation” is Dynamic
2 Likes