# \#dynamic-navmesh

**URL:** https://forums.unrealengine.com/tag/dynamic-navmesh/4316.md

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## [Dynamic Navmesh Update Frequency Issues Ue5.8](https://forums.unrealengine.com/t/dynamic-navmesh-update-frequency-issues-ue5-8/2804640)

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**Author:** [@Katanalevy](https://forums.unrealengine.com/u/Katanalevy)\
**Replies:** 0\
**Last updated:** [September 17, 2026, 9:16pm UTC](https://forums.unrealengine.com/t/dynamic-navmesh-update-frequency-issues-ue5-8/2804640 "2026-09-17T21:16:59Z")

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I’m trying to get dynamic navmesh updating with moving objects but I’m having trouble with the update frequency of the navmesh. It seems to only update once every 3-4 seconds and I cannot find any settings or console com…

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## [Rebuilding dynamic navmesh via c++ stops working after switching levels ](https://forums.unrealengine.com/t/rebuilding-dynamic-navmesh-via-c-stops-working-after-switching-levels/2459652)

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**Author:** [@kitun](https://forums.unrealengine.com/u/kitun)\
**Replies:** 5\
**Last updated:** [July 1, 2025, 8:12am UTC](https://forums.unrealengine.com/t/rebuilding-dynamic-navmesh-via-c-stops-working-after-switching-levels/2459652 "2025-07-01T08:12:35Z")

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I use simple c++ to rebuild navmesh at runtime when the level changes. This works no problem. However after I load any other level containing a navmesh and return to this one, the code stops working. There are no error l…

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## [Navmesh generating under ground ?!](https://forums.unrealengine.com/t/navmesh-generating-under-ground/483307)

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**Author:** [@Jau\_Studio](https://forums.unrealengine.com/u/Jau_Studio)\
**Replies:** 3\
**Last updated:** [July 1, 2025, 7:13am UTC](https://forums.unrealengine.com/t/navmesh-generating-under-ground/483307 "2025-07-01T07:13:05Z")

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Could it be that the ground mesh is bigger/smaller than the collision of the ground?

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## [How to “FindPathToActorSynchronously” around “dynamic” characters/actors?](https://forums.unrealengine.com/t/how-to-findpathtoactorsynchronously-around-dynamic-characters-actors/2557507)

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**Author:** [@MythoByteWorks](https://forums.unrealengine.com/u/MythoByteWorks)\
**Replies:** 0\
**Last updated:** [June 15, 2025, 12:07am UTC](https://forums.unrealengine.com/t/how-to-findpathtoactorsynchronously-around-dynamic-characters-actors/2557507 "2025-06-15T00:07:24Z")

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Hey, how can my NPC find a path around “dynamic” characters/actors with the “FindPathToActorSynchronously” function? What do I need do configure or set?

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## [Dynamic NavMesh is not updating](https://forums.unrealengine.com/t/dynamic-navmesh-is-not-updating/2400258)

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**Author:** [@Cykablatta](https://forums.unrealengine.com/u/Cykablatta)\
**Replies:** 2\
**Last updated:** [March 26, 2025, 8:11am UTC](https://forums.unrealengine.com/t/dynamic-navmesh-is-not-updating/2400258 "2025-03-26T08:11:58Z")

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Hello Ev! I’m trying to make the nav mesh expand in scene as new rooms are spawned, since my play area is not finite and well delimited, it can tend to infinity based on the record of players. So I have to avoid manually…

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## [runtime navmesh generation crashes in 5.5](https://forums.unrealengine.com/t/runtime-navmesh-generation-crashes-in-5-5/2284027)

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**Author:** [@Gr1m1cu5](https://forums.unrealengine.com/u/Gr1m1cu5)\
**Replies:** 5\
**Last updated:** [March 25, 2025, 5:42pm UTC](https://forums.unrealengine.com/t/runtime-navmesh-generation-crashes-in-5-5/2284027 "2025-03-25T17:42:58Z")

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I have my project configured to generate navmeshes dynamically at runtime. Once I upgraded to 5.5, I started experiencing crashes with this callstack: \> \[Inline Frame\] UnrealEditor-NavigationSystem.dll!FNavigationEleme…

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## [AI Navigation fails with navmesh set to Dynamic runtime generation](https://forums.unrealengine.com/t/ai-navigation-fails-with-navmesh-set-to-dynamic-runtime-generation/323366)

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**Author:** [@anonymous\_user\_3ca377f31](https://forums.unrealengine.com/u/anonymous_user_3ca377f31)\
**Replies:** 13\
**Last updated:** [January 15, 2025, 2:05pm UTC](https://forums.unrealengine.com/t/ai-navigation-fails-with-navmesh-set-to-dynamic-runtime-generation/323366 "2025-01-15T14:05:20Z")

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I’m having trouble moving an AI character to another actor when runtime generation is set to dynamic. It works if I set it to static, but gives an Aborted error otherwise. I can see the cell updating when I start the sim…

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## [Navigation with ULevelStreamingDynamic](https://forums.unrealengine.com/t/navigation-with-ulevelstreamingdynamic/721450)

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**Author:** [@Mebebonk](https://forums.unrealengine.com/u/Mebebonk)\
**Replies:** 1\
**Last updated:** [December 19, 2024, 12:17am UTC](https://forums.unrealengine.com/t/navigation-with-ulevelstreamingdynamic/721450 "2024-12-19T00:17:56Z")

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Hello, Currently we working on rouglike-ish project with dynamic world generation and using ULevelStreamingDynamic::LoadLevelInstanceBySoftObjectPtr. We tried to use baked(?) navigation but it seems like it does not loa…

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## [5.3.2 Navmesh doesn't build properly over PackerLevelActors with HISM (Video)](https://forums.unrealengine.com/t/5-3-2-navmesh-doesnt-build-properly-over-packerlevelactors-with-hism-video/1306458)

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**Author:** [@slam.js](https://forums.unrealengine.com/u/slam.js)\
**Replies:** 9\
**Last updated:** [August 21, 2024, 1:45pm UTC](https://forums.unrealengine.com/t/5-3-2-navmesh-doesnt-build-properly-over-packerlevelactors-with-hism-video/1306458 "2024-08-21T13:45:49Z")

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Demonstration: https://www.youtube.com/watch?v=kSmu1t2HI50 It builds properly only when you enter Edit mode. I believe it’s a degradation because 5.3 release notes have this: “Added Navigation Mesh generation optimiza…

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## [Force Rebuild on Load keeps resetting](https://forums.unrealengine.com/t/force-rebuild-on-load-keeps-resetting/487712)

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**Author:** [@Chocojoey10](https://forums.unrealengine.com/u/Chocojoey10)\
**Replies:** 1\
**Last updated:** [August 9, 2024, 8:26pm UTC](https://forums.unrealengine.com/t/force-rebuild-on-load-keeps-resetting/487712 "2024-08-09T20:26:46Z")

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So I went back to an old project of mine, and tried to fix some bugs, one of them was that the AI starts moving later then normal. I checked the project settings and saw “Force Rebuild on Load” was checked. I unchecked …

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## [Dynamic obstacle on nav mesh visualization](https://forums.unrealengine.com/t/dynamic-obstacle-on-nav-mesh-visualization/1745391)

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**Author:** [@AlexeyL2](https://forums.unrealengine.com/u/AlexeyL2)\
**Replies:** 0\
**Last updated:** [March 11, 2024, 2:29pm UTC](https://forums.unrealengine.com/t/dynamic-obstacle-on-nav-mesh-visualization/1745391 "2024-03-11T14:29:32Z")

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Hello. I have dynamic nav mesh and destructible walls. When wall is destroyed, nav mesh below it should be updated. By default there is “Can ever affect navigation” checkbox, which is set and which leads to empty area i…

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## [What is the intention behind NavigationData::bForceRebuildOnLoad=True?](https://forums.unrealengine.com/t/what-is-the-intention-behind-navigationdata-bforcerebuildonload-true/343504)

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**Author:** [@eyesiah](https://forums.unrealengine.com/u/eyesiah)\
**Replies:** 1\
**Last updated:** [February 28, 2024, 9:01am UTC](https://forums.unrealengine.com/t/what-is-the-intention-behind-navigationdata-bforcerebuildonload-true/343504 "2024-02-28T09:01:36Z")

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I have a level in which after some delay, a number of nav-relevant actors are spawned. I have dynamic nav mesh rebuilding enabled for my project. I was investigating why the nav mesh wasn’t being rebuilt when the actors …

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## [DynamicNavMesh dont work](https://forums.unrealengine.com/t/dynamicnavmesh-dont-work/1322413)

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**Author:** [@Arigura](https://forums.unrealengine.com/u/Arigura)\
**Replies:** 0\
**Last updated:** [October 4, 2023, 4:15pm UTC](https://forums.unrealengine.com/t/dynamicnavmesh-dont-work/1322413 "2023-10-04T16:15:37Z")

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Can you help me? Project for pmobile on UE 5.3 I have everything turned on, but the dynamic nav mesh does not work. When I use invokers, the nav mesh stays in place and does not move with them.

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## [Setting different Navmesh RuntimeGenerations for different maps](https://forums.unrealengine.com/t/setting-different-navmesh-runtimegenerations-for-different-maps/484696)

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**Author:** [@anonymous\_user\_a0ad4677](https://forums.unrealengine.com/u/anonymous_user_a0ad4677)\
**Replies:** 2\
**Last updated:** [June 7, 2023, 7:56am UTC](https://forums.unrealengine.com/t/setting-different-navmesh-runtimegenerations-for-different-maps/484696 "2023-06-07T07:56:30Z")

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Hello everyone, For our game, we have different navmesh requirements for different levels. For some, we want Static Navmesh generation, and for others, we want it to be Dynamic. We have a commandlet which runs nightly…

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## [Skipping dirty area creation because of empty bounds](https://forums.unrealengine.com/t/skipping-dirty-area-creation-because-of-empty-bounds/483715)

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**Author:** [@Jau\_Studio](https://forums.unrealengine.com/u/Jau_Studio)\
**Replies:** 3\
**Last updated:** [December 1, 2022, 1:34pm UTC](https://forums.unrealengine.com/t/skipping-dirty-area-creation-because-of-empty-bounds/483715 "2022-12-01T13:34:00Z")

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Hello, Does anyone know why the dynamic navmesh finds some empty bounds foliage ? Here is my output : LogNavigationDirtyArea: Warning: Skipping dirty area creation because of empty bounds (object: BP\_DeadTreeResourceF…

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## [making dynamic navmesh using ModifierComponent in runtime](https://forums.unrealengine.com/t/making-dynamic-navmesh-using-modifiercomponent-in-runtime/477783)

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**Author:** [@anonymous\_user\_cc0949a7](https://forums.unrealengine.com/u/anonymous_user_cc0949a7)\
**Replies:** 1\
**Last updated:** [October 13, 2022, 5:05am UTC](https://forums.unrealengine.com/t/making-dynamic-navmesh-using-modifiercomponent-in-runtime/477783 "2022-10-13T05:05:31Z")

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Hello guys. First of all, I apologize my bad english. So, There are lot of discussion of using Dynamic NavMesh and NavigationSystem in UE4 forum. (Actually, only discussion, no conclusion…) I ask questions to join this …

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## [Bug: Instanced Foliage Not Affecting Navmesh](https://forums.unrealengine.com/t/bug-instanced-foliage-not-affecting-navmesh/325451)

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**Author:** [@DamirH](https://forums.unrealengine.com/u/DamirH)\
**Replies:** 8\
**Last updated:** [August 25, 2022, 4:59am UTC](https://forums.unrealengine.com/t/bug-instanced-foliage-not-affecting-navmesh/325451 "2022-08-25T04:59:07Z")

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Heya, Here is the problem: On the right is the same tree but placed directly as a static mesh in the scene. On the left is the foliage painted one. It has collision enabl…

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## [Navmesh Character Radius](https://forums.unrealengine.com/t/navmesh-character-radius/292820)

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**Author:** [@Maddius](https://forums.unrealengine.com/u/Maddius)\
**Replies:** 2\
**Last updated:** [December 1, 2017, 7:35pm UTC](https://forums.unrealengine.com/t/navmesh-character-radius/292820 "2017-12-01T19:35:11Z")

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I have a character moving on a navmesh with “AIMoveTo”, the character goes from point A to point B just fine, however it catches on edges, I was wondering what do I need to change in order to change the radius so that th…

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## [AI: Navigating to outside of navigation invoker range](https://forums.unrealengine.com/t/ai-navigating-to-outside-of-navigation-invoker-range/429493)

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**Author:** [@majesttro](https://forums.unrealengine.com/u/majesttro)\
**Replies:** 4\
**Last updated:** [October 21, 2021, 2:29pm UTC](https://forums.unrealengine.com/t/ai-navigating-to-outside-of-navigation-invoker-range/429493 "2021-10-21T14:29:11Z")

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Hi. I have an AI character that uses dynamic navigation with a NavigationInvoker with limited range for performance reasons. My map is open world with dynamic features and quite large in size, so dynamic navigation has t…

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## [Using NavModifierVolume to delimit NavMesh in "Dynamic Modifiers Only" mode](https://forums.unrealengine.com/t/using-navmodifiervolume-to-delimit-navmesh-in-dynamic-modifiers-only-mode/489633)

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**Author:** [@YvesGrolet](https://forums.unrealengine.com/u/YvesGrolet)\
**Replies:** 0\
**Last updated:** [October 7, 2021, 3:18pm UTC](https://forums.unrealengine.com/t/using-navmodifiervolume-to-delimit-navmesh-in-dynamic-modifiers-only-mode/489633 "2021-10-07T15:18:31Z")

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To delimit our NavMesh we are using NavModifierVolumes (seems the recommanded approach). With “Static” Runtime Generation we are able to preprocess the NavMesh for best performance. But we would also need NavModifierVol…

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## [Character No Longer Affects Navmesh While Crouching](https://forums.unrealengine.com/t/character-no-longer-affects-navmesh-while-crouching/488950)

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**Author:** [@GarettHunter](https://forums.unrealengine.com/u/GarettHunter)\
**Replies:** 0\
**Last updated:** [September 18, 2021, 4:46pm UTC](https://forums.unrealengine.com/t/character-no-longer-affects-navmesh-while-crouching/488950 "2021-09-18T16:46:06Z")

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Whenever I crouch, my character no longer affects the navmesh. Standing Crouching Character Pawn Settings Debugging Method: Real-time with by pressing ’ (apostrophe) and pressing Numpad 0. I need my player c…

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## [Navmesh / invokers won't go to sides or corners of landscape](https://forums.unrealengine.com/t/navmesh-invokers-wont-go-to-sides-or-corners-of-landscape/488521)

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**Author:** [@staticws](https://forums.unrealengine.com/u/staticws)\
**Replies:** 0\
**Last updated:** [September 7, 2021, 8:34pm UTC](https://forums.unrealengine.com/t/navmesh-invokers-wont-go-to-sides-or-corners-of-landscape/488521 "2021-09-07T20:34:54Z")

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alt text \]\[3\]My navmesh wont go to the sides or corner of my map so i chose to use an invoker but even then it wont include the sides or corners. ive spent about a week now trying to figure it out. ive lowered the…

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## [How can I make spline mesh with custom nav area?](https://forums.unrealengine.com/t/how-can-i-make-spline-mesh-with-custom-nav-area/483552)

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**Author:** [@KimCheolSoon](https://forums.unrealengine.com/u/KimCheolSoon)\
**Replies:** 1\
**Last updated:** [July 5, 2021, 4:35pm UTC](https://forums.unrealengine.com/t/how-can-i-make-spline-mesh-with-custom-nav-area/483552 "2021-07-05T16:35:41Z")

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I’m using Spline Mesh Component for my Road. And I also have Sidewalk for my game. I want to apply different nav area class for each of them. Roads should be placed in runtime but I found that Spline Mesh’s “Is Dynamic O…

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## [AI movement on moving platform (like a ship deck)](https://forums.unrealengine.com/t/ai-movement-on-moving-platform-like-a-ship-deck/485271)

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**Author:** [@AleMarcati](https://forums.unrealengine.com/u/AleMarcati)\
**Replies:** 0\
**Last updated:** [June 23, 2021, 5:08pm UTC](https://forums.unrealengine.com/t/ai-movement-on-moving-platform-like-a-ship-deck/485271 "2021-06-23T17:08:03Z")

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I want to have AI (enemies) on a boat that moves on a path around the level (an island). But the AI seems to have a problem navigating on the deck of the ship. They always end up on the far back of the deck (they move w…

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## [Navmesh randomly decided to stop working](https://forums.unrealengine.com/t/navmesh-randomly-decided-to-stop-working/480018)

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**Author:** [@Kura7](https://forums.unrealengine.com/u/Kura7)\
**Replies:** 0\
**Last updated:** [March 10, 2021, 12:36am UTC](https://forums.unrealengine.com/t/navmesh-randomly-decided-to-stop-working/480018 "2021-03-10T00:36:48Z")

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I am trying to set up a basic patrol AI. I had it working yesterday perfectly fine. Today it didn’t work and on investigating I learned that my navmesh was not generating. I have it set to show in the tab and have spamm…

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## [AI is deaf](https://forums.unrealengine.com/t/ai-is-deaf/478337)

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**Author:** [@SlayerGoury](https://forums.unrealengine.com/u/SlayerGoury)\
**Replies:** 1\
**Last updated:** [February 6, 2021, 4:55pm UTC](https://forums.unrealengine.com/t/ai-is-deaf/478337 "2021-02-06T16:55:38Z")

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UPD: so the problems appears to be in AI not being able to hear anything, thus standing still until it can see something. Happens only in a packaged game (both ship, test and dev). Works just fine in the editor. 4.25.…

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## [Does NavMesh work with Chaos physics?](https://forums.unrealengine.com/t/does-navmesh-work-with-chaos-physics/475129)

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**Author:** [@rottensunday](https://forums.unrealengine.com/u/rottensunday)\
**Replies:** 0\
**Last updated:** [November 28, 2020, 4:09pm UTC](https://forums.unrealengine.com/t/does-navmesh-work-with-chaos-physics/475129 "2020-11-28T16:09:01Z")

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Hello. I have a question regarding Chaos physics engine. Is it possible to make Geometry Collections affect Navigation Mesh? I made some tests and even when I turned dynamic mesh generation, Geometry Collection object (…

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## [Navigation invokers don't generate navmesh in shipping build](https://forums.unrealengine.com/t/navigation-invokers-dont-generate-navmesh-in-shipping-build/472939)

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**Author:** [@zouking](https://forums.unrealengine.com/u/zouking)\
**Replies:** 0\
**Last updated:** [October 14, 2020, 9:29pm UTC](https://forums.unrealengine.com/t/navigation-invokers-dont-generate-navmesh-in-shipping-build/472939 "2020-10-14T21:29:23Z")

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UE4 from source. I am using a level with world composition on, I have a Nav bound in the Plevel covering all sublevels. I have spawn points for AI around the map and I have invokers in the AI character BP. Everything w…

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## [Navigation Invokers always aborting](https://forums.unrealengine.com/t/navigation-invokers-always-aborting/470333)

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**Author:** [@zomgbab](https://forums.unrealengine.com/u/zomgbab)\
**Replies:** 1\
**Last updated:** [August 28, 2020, 4:14am UTC](https://forums.unrealengine.com/t/navigation-invokers-always-aborting/470333 "2020-08-28T04:14:45Z")

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I have an open world project and would like to use the dynamic navigation system, however when I select the option for “generate navigation only around navigation invokers” my ai stops moving. when I press “P” i see the …

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## [Navmesh Volume not detecting stairs](https://forums.unrealengine.com/t/navmesh-volume-not-detecting-stairs/323609)

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**Author:** [@Sificvoid\_1](https://forums.unrealengine.com/u/Sificvoid_1)\
**Replies:** 9\
**Last updated:** [February 15, 2019, 3:27pm UTC](https://forums.unrealengine.com/t/navmesh-volume-not-detecting-stairs/323609 "2019-02-15T15:27:22Z")

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As demonstrated in the image below, the navmesh bounds volume does not appear to be detecting my stairs. The bounds volume is scaled appropriately, as to encompass the entire level.

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