# \#navigation-mesh

**URL:** https://forums.unrealengine.com/tag/navigation-mesh/1554.md

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## [Holes in Navmesh](https://forums.unrealengine.com/t/holes-in-navmesh/2762945)

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**Author:** [@HelioHsx](https://forums.unrealengine.com/u/HelioHsx)\
**Replies:** 5\
**Last updated:** [October 10, 2026, 11:16am UTC](https://forums.unrealengine.com/t/holes-in-navmesh/2762945 "2026-10-10T11:16:42Z")

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Summary I’ve got holes in the navmesh, mostly when bounds meet with each other. These holes prevent the AI from traversing there. I have tried changing many settings and nothing has helped so far. Sculpting the landscape…

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## [What may be causing this "tile" effect on navmesh?](https://forums.unrealengine.com/t/what-may-be-causing-this-tile-effect-on-navmesh/2734084)

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**Author:** [@Ares9323](https://forums.unrealengine.com/u/Ares9323)\
**Replies:** 3\
**Last updated:** [August 21, 2026, 7:42pm UTC](https://forums.unrealengine.com/t/what-may-be-causing-this-tile-effect-on-navmesh/2734084 "2026-08-21T19:42:16Z")

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I’m working in UE 5.7 and it’s the first time I encounter this issue, the navmesh generates many squares and I don’t understand the reason why. Any idea?

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## [Mark Low Height Areas in Navigation Mesh](https://forums.unrealengine.com/t/mark-low-height-areas-in-navigation-mesh/465180)

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**Author:** [@Strik3One](https://forums.unrealengine.com/u/Strik3One)\
**Replies:** 2\
**Last updated:** [July 2, 2026, 4:39pm UTC](https://forums.unrealengine.com/t/mark-low-height-areas-in-navigation-mesh/465180 "2026-07-02T16:39:49Z")

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Hello, I was looking trough the options for the Navigation Mesh and discovered the option “Mark Low Height Areas”. This seemed to be perfect as I my game will allow the AI agents to crouch. However, when checking the b…

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## [Navmesh runtime regeneration \[AddNavigationBuildLock\]](https://forums.unrealengine.com/t/navmesh-runtime-regeneration-addnavigationbuildlock/2704680)

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**Author:** [@ss.mod](https://forums.unrealengine.com/u/ss.mod)\
**Replies:** 0\
**Last updated:** [March 8, 2026, 11:52pm UTC](https://forums.unrealengine.com/t/navmesh-runtime-regeneration-addnavigationbuildlock/2704680 "2026-03-08T23:52:28Z")

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So I set my generation runtime for my navmesh to be dynamic, but i really don’t need that because i just want to generate my navmesh when I move objects at the BeginPlay (which only happens once) and I don’t need to bui…

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## [\[UE5.6\] Manually placed Nav Link Proxy fails to trigger smart link received event](https://forums.unrealengine.com/t/ue5-6-manually-placed-nav-link-proxy-fails-to-trigger-smart-link-received-event/2673281)

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**Author:** [@Candescence](https://forums.unrealengine.com/u/Candescence)\
**Replies:** 0\
**Last updated:** [November 9, 2025, 5:32pm UTC](https://forums.unrealengine.com/t/ue5-6-manually-placed-nav-link-proxy-fails-to-trigger-smart-link-received-event/2673281 "2025-11-09T17:32:45Z")

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I’m working entire in blueprints right now, btw. I’ve heard UE’s navigation stuff can be a bit messed up if you’re not using C++, mind you. But basically I’m working on setting up nav mesh links that allow AI agents to …

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## [NavMesh for moving platforms/ships etc.](https://forums.unrealengine.com/t/navmesh-for-moving-platforms-ships-etc/2670864)

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**Author:** [@ADIAN](https://forums.unrealengine.com/u/ADIAN)\
**Replies:** 3\
**Last updated:** [November 2, 2025, 9:30pm UTC](https://forums.unrealengine.com/t/navmesh-for-moving-platforms-ships-etc/2670864 "2025-11-02T21:30:34Z")

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I have flying island with ANavMeshBoundsVolume attached to it and NavigationInvoker on my player character. Project’s runtime generation is Dynamic. On island movement navigation mesh keeps regenerating. I want to avoid…

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## [how does recast navigation work](https://forums.unrealengine.com/t/how-does-recast-navigation-work/2649341)

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**Author:** [@ahmedSaadi256](https://forums.unrealengine.com/u/ahmedSaadi256)\
**Replies:** 1\
**Last updated:** [August 21, 2025, 7:12pm UTC](https://forums.unrealengine.com/t/how-does-recast-navigation-work/2649341 "2025-08-21T19:12:15Z")

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hi devs, I’m trying to recreate the unreal engine navigation system in order to understand it and adapt it to my needs. can you help me understand how the recast navigation system works? and which pathfinding algorith…

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## [Troubleshooting World Partitioned Dynamic NavMesh - AI Move To 'Aborted' Error](https://forums.unrealengine.com/t/troubleshooting-world-partitioned-dynamic-navmesh-ai-move-to-aborted-error/1802786)

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**Author:** [@Kontur](https://forums.unrealengine.com/u/Kontur)\
**Replies:** 7\
**Last updated:** [July 19, 2025, 7:40pm UTC](https://forums.unrealengine.com/t/troubleshooting-world-partitioned-dynamic-navmesh-ai-move-to-aborted-error/1802786 "2025-07-19T19:40:50Z")

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Hi, I am trying to use World Partitioned Dynamic NavMesh for large levels (16kmx16km), but I can’t get it to work. After what I would like to think is setting everything up correctly, instead of moving, AI agents report…

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## [AI Works When Level Launched Directly, But Not After Menu Transition ](https://forums.unrealengine.com/t/ai-works-when-level-launched-directly-but-not-after-menu-transition/2586525)

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**Author:** [@DARTVAUDER0057](https://forums.unrealengine.com/u/DARTVAUDER0057)\
**Replies:** 1\
**Last updated:** [July 7, 2025, 3:45am UTC](https://forums.unrealengine.com/t/ai-works-when-level-launched-directly-but-not-after-menu-transition/2586525 "2025-07-07T03:45:49Z")

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Hello to everyone. I really need your help. I have two levels: a main menu level and a gameplay level. On the gameplay level, I have two AI characters, each with their own AIController, Blackboard, and Behavior Tree. Ev…

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## [Nav-Mesh in low areas](https://forums.unrealengine.com/t/nav-mesh-in-low-areas/444915)

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**Author:** [@Sebastian\_S](https://forums.unrealengine.com/u/Sebastian_S)\
**Replies:** 2\
**Last updated:** [May 7, 2025, 2:31pm UTC](https://forums.unrealengine.com/t/nav-mesh-in-low-areas/444915 "2025-05-07T14:31:40Z")

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I’m having a bit of trouble figuring out how to do my navigation inside low areas (specifically ventilations). I have small creatures sliming their way through the ventilations with a little neat climbing system that wor…

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## [Characters Not Moving in Levels 1 & 4 After Packaging (UE5.4 + PaperZD)](https://forums.unrealengine.com/t/characters-not-moving-in-levels-1-4-after-packaging-ue5-4-paperzd/2452115)

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**Author:** [@TheHunter117256](https://forums.unrealengine.com/u/TheHunter117256)\
**Replies:** 0\
**Last updated:** [April 12, 2025, 2:19am UTC](https://forums.unrealengine.com/t/characters-not-moving-in-levels-1-4-after-packaging-ue5-4-paperzd/2452115 "2025-04-12T02:19:11Z")

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Hi, I’m having a strange issue with my 2D/3D game using Unreal Engine 5.4 and PaperZD. In my game, the characters move as expected in Levels 2 and 3. However, in Levels 1 and 4, the characters are not moving after packa…

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## [Nav mesh generation on ledges](https://forums.unrealengine.com/t/nav-mesh-generation-on-ledges/2404531)

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**Author:** [@honya15](https://forums.unrealengine.com/u/honya15)\
**Replies:** 0\
**Last updated:** [March 21, 2025, 10:03am UTC](https://forums.unrealengine.com/t/nav-mesh-generation-on-ledges/2404531 "2025-03-21T10:03:03Z")

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Hey everyone! Is there any way to make the Nav mesh generator generate navigable area on ledges? Currently, when generating on top of an object, it subtracts the agent radius from the edge, and generates navigable area…

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## [How to set Agent Max Slope for each nav mesh agent?](https://forums.unrealengine.com/t/how-to-set-agent-max-slope-for-each-nav-mesh-agent/2311901)

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**Author:** [@Manking-1](https://forums.unrealengine.com/u/Manking-1)\
**Replies:** 0\
**Last updated:** [January 31, 2025, 3:08pm UTC](https://forums.unrealengine.com/t/how-to-set-agent-max-slope-for-each-nav-mesh-agent/2311901 "2025-01-31T15:08:49Z")

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Hello! UE 5.5.2. In the project settings, i setted Agent Max Slope = 35. I also set custom settings for each agent. However, recast actors on the stage are built with a default value of 35. Is this some kind o…

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## [Upgrading Lyra Project from 5.4 to 5.5 Nav mesh stops working on procedural mesh Error: "LogNavigation: Warning: FNavigationOctree::AddNode: Empty bounds, ignoring ProceduralMeshComponent", and "LogNavOctree: Warning: Can't add node B\_Chunk\_C\_48.NavModifi](https://forums.unrealengine.com/t/upgrading-lyra-project-from-5-4-to-5-5-nav-mesh-stops-working-on-procedural-mesh-error-lognavigation-warning-fnavigationoctree-empty-bounds-ignoring-proceduralmeshcomponent-and-lognavoctree-warning-cant-add-node-b-chunk-c-48-navmodifi/2280520)

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**Author:** [@sirzriz](https://forums.unrealengine.com/u/sirzriz)\
**Replies:** 0\
**Last updated:** [January 16, 2025, 3:38pm UTC](https://forums.unrealengine.com/t/upgrading-lyra-project-from-5-4-to-5-5-nav-mesh-stops-working-on-procedural-mesh-error-lognavigation-warning-fnavigationoctree-empty-bounds-ignoring-proceduralmeshcomponent-and-lognavoctree-warning-cant-add-node-b-chunk-c-48-navmodifi/2280520 "2025-01-16T15:38:22Z")

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Full warning stack “LogNavigation: Warning: FNavigationOctree::AddNode: Empty bounds, ignoring ProceduralMeshComponent”, and “LogNavOctree: Warning: Can’t add node B\_Chunk\_C\_48.NavModifier\] - parent \[ProceduralMesh\] not …

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## [Dynamic navmesh busted when migrating from 5.4 to 5.5](https://forums.unrealengine.com/t/dynamic-navmesh-busted-when-migrating-from-5-4-to-5-5/2222935)

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**Author:** [@OeilDeLance43](https://forums.unrealengine.com/u/OeilDeLance43)\
**Replies:** 1\
**Last updated:** [December 15, 2024, 6:00pm UTC](https://forums.unrealengine.com/t/dynamic-navmesh-busted-when-migrating-from-5-4-to-5-5/2222935 "2024-12-15T18:00:21Z")

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Hey all ! Out of curiousity I tried a migration from 5.4 to 5.5 on small project. Most of it went fine until I looked at the navmeshes X) My navmeshes are fine outside of play mode (essentially more on that later) But…

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## [Ignoring specific actors/components per Navigation data class](https://forums.unrealengine.com/t/ignoring-specific-actors-components-per-navigation-data-class/2074294)

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**Author:** [@atalvan.wolcen](https://forums.unrealengine.com/u/atalvan.wolcen)\
**Replies:** 0\
**Last updated:** [October 18, 2024, 1:35pm UTC](https://forums.unrealengine.com/t/ignoring-specific-actors-components-per-navigation-data-class/2074294 "2024-10-18T13:35:11Z")

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Hi, I have added an agent type / Nav Data to my project which is used with an ARecastNavMesh dervied class in order to have another set of nav geometry (not used for AI pathfinding, but for something else). For some act…

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## [Custom Nav Modifier Volume not working](https://forums.unrealengine.com/t/custom-nav-modifier-volume-not-working/350731)

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**Author:** [@blo0m](https://forums.unrealengine.com/u/blo0m)\
**Replies:** 5\
**Last updated:** [October 3, 2024, 6:42am UTC](https://forums.unrealengine.com/t/custom-nav-modifier-volume-not-working/350731 "2024-10-03T06:42:17Z")

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Custom Nav Modifier Volume has no effect. Reproduce the problem: → Add Nav Mesh Bounds Volume → Add Nav Modifier Volume inside Nav Mesh Bounds volume (Notice the default working and cutting out from the nav mesh) …

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## [Adjusting ANavMeshBoundsVolume bounds at runtime](https://forums.unrealengine.com/t/adjusting-anavmeshboundsvolume-bounds-at-runtime/306996)

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**Author:** [@anonymous\_user\_d1f1e259](https://forums.unrealengine.com/u/anonymous_user_d1f1e259)\
**Replies:** 1\
**Last updated:** [September 2, 2024, 3:22pm UTC](https://forums.unrealengine.com/t/adjusting-anavmeshboundsvolume-bounds-at-runtime/306996 "2024-09-02T15:22:06Z")

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Hello, I have a level which I have added a NavMeshBoundsVolume to via the editor. After spawning some static mesh instances I’d like to update the location and bounds of the ANavMeshBoundsVolume instance I placed in my…

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## [AI doesn't move in packaged game](https://forums.unrealengine.com/t/ai-doesnt-move-in-packaged-game/327887)

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**Author:** [@Gabor\_D](https://forums.unrealengine.com/u/Gabor_D)\
**Replies:** 13\
**Last updated:** [July 15, 2024, 12:57am UTC](https://forums.unrealengine.com/t/ai-doesnt-move-in-packaged-game/327887 "2024-07-15T00:57:51Z")

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Hello guys. I’ve recently upgraded my project to 4.8 from 4.7 and now my ai character just doesn’t want to move in the packaged game. There is no problem when playing in the editor. I tried to visualize the navmesh in th…

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## [\[BUG REPORT\] NavigationRaycast HitLocation not correct](https://forums.unrealengine.com/t/bug-report-navigationraycast-hitlocation-not-correct/366720)

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**Author:** [@Roel](https://forums.unrealengine.com/u/Roel)\
**Replies:** 2\
**Last updated:** [May 25, 2024, 10:16am UTC](https://forums.unrealengine.com/t/bug-report-navigationraycast-hitlocation-not-correct/366720 "2024-05-25T10:16:27Z")

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Using the following code: FVector HitLocation; bool bRayIsObstructed = NavigationSystem-\>NavigationRaycast(this, RayStartLocation, RayEndLocation, HitLocation); When the ray is not obstructed it returns the RayEndLocat…

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## [WorldPartion Generate Nav Partly](https://forums.unrealengine.com/t/worldpartion-generate-nav-partly/1843868)

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**Author:** [@1934351472](https://forums.unrealengine.com/u/1934351472)\
**Replies:** 0\
**Last updated:** [May 7, 2024, 1:47am UTC](https://forums.unrealengine.com/t/worldpartion-generate-nav-partly/1843868 "2024-05-07T01:47:49Z")

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Navigation generating only 1/4

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## [Disabling NavLinks](https://forums.unrealengine.com/t/disabling-navlinks/1834437)

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**Author:** [@cvrrytrash](https://forums.unrealengine.com/u/cvrrytrash)\
**Replies:** 1\
**Last updated:** [May 1, 2024, 9:43am UTC](https://forums.unrealengine.com/t/disabling-navlinks/1834437 "2024-05-01T09:43:30Z")

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I was wondering if there’s a way to disable SimpleLinks (pointLinks) in a NavLink Proxy via code, so I can keep the handles in editor, but only the SmartLink works in runtime

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## [Nav mesh not creating on static meshes](https://forums.unrealengine.com/t/nav-mesh-not-creating-on-static-meshes/391213)

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**Author:** [@AaronTrotter](https://forums.unrealengine.com/u/AaronTrotter)\
**Replies:** 4\
**Last updated:** [April 7, 2024, 6:29am UTC](https://forums.unrealengine.com/t/nav-mesh-not-creating-on-static-meshes/391213 "2024-04-07T06:29:09Z")

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As you can see from the screenshot, I have a cave with many bridges. Bridges have different planks but all have a simple box (block all) collision around them, I have also tried changing them to convex. I originally put…

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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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## [Nav mesh build is too slow in world partition](https://forums.unrealengine.com/t/nav-mesh-build-is-too-slow-in-world-partition/1724524)

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**Author:** [@brHum](https://forums.unrealengine.com/u/brHum)\
**Replies:** 0\
**Last updated:** [March 2, 2024, 11:59am UTC](https://forums.unrealengine.com/t/nav-mesh-build-is-too-slow-in-world-partition/1724524 "2024-03-02T11:59:18Z")

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I am configuring world partition as 4km \* 4km in my project. I created a navigation mesh from the world partition shared by Unreal. (World Partitioned Navigation Mesh | Unreal Engine 5.3 Documentation) The navigation b…

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## [Multiple "RecastNavMesh-Default" objects appeared in my level, can't delete?](https://forums.unrealengine.com/t/multiple-recastnavmesh-default-objects-appeared-in-my-level-cant-delete/1693922)

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**Author:** [@carrot\_soup](https://forums.unrealengine.com/u/carrot_soup)\
**Replies:** 1\
**Last updated:** [February 17, 2024, 7:22pm UTC](https://forums.unrealengine.com/t/multiple-recastnavmesh-default-objects-appeared-in-my-level-cant-delete/1693922 "2024-02-17T19:22:07Z")

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I’ve been adjusting some navmesh settings (mostly from following this video fwiw), which I have done for this map several times in the past without this happening, but this time something has caused the appearance of mul…

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## [How to get nav mesh bounds volumes covering the whole surface on a tile map ?](https://forums.unrealengine.com/t/how-to-get-nav-mesh-bounds-volumes-covering-the-whole-surface-on-a-tile-map/1646019)

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**Author:** [@felou16](https://forums.unrealengine.com/u/felou16)\
**Replies:** 1\
**Last updated:** [January 27, 2024, 1:40pm UTC](https://forums.unrealengine.com/t/how-to-get-nav-mesh-bounds-volumes-covering-the-whole-surface-on-a-tile-map/1646019 "2024-01-27T13:40:26Z")

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Hi everyone ! I am trying to make a quick prototype of a 2D top down game. I use a tile map, and I set a nav mesh bounds volume on it to allow my AI character to move to some locations in the map. My issue is the nav m…

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## [Is there a maximum nav mesh bounds volume size (particularly large Z) after which dynamic navmesh generation start to break?](https://forums.unrealengine.com/t/is-there-a-maximum-nav-mesh-bounds-volume-size-particularly-large-z-after-which-dynamic-navmesh-generation-start-to-break/466742)

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**Author:** [@anonymous\_user\_060b78101](https://forums.unrealengine.com/u/anonymous_user_060b78101)\
**Replies:** 4\
**Last updated:** [December 25, 2023, 1:17pm UTC](https://forums.unrealengine.com/t/is-there-a-maximum-nav-mesh-bounds-volume-size-particularly-large-z-after-which-dynamic-navmesh-generation-start-to-break/466742 "2023-12-25T13:17:44Z")

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I’m not sure if I have some incorrect settings with my navigation or if I’m hitting upon some limitation of the engine/recast. I am attempting to use dynamic navmesh generation and using navigation invokers, my terrain …

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## [Nav mesh showing up on wrong place](https://forums.unrealengine.com/t/nav-mesh-showing-up-on-wrong-place/1483265)

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**Author:** [@jaiminator21](https://forums.unrealengine.com/u/jaiminator21)\
**Replies:** 1\
**Last updated:** [December 5, 2023, 2:11pm UTC](https://forums.unrealengine.com/t/nav-mesh-showing-up-on-wrong-place/1483265 "2023-12-05T14:11:28Z")

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Hello, for some reason my nav mesh has started showing displaced to the left. The day before i opened the proyect this wasn’t like this. ¿Does any one know how to fix this? Here are two screenshots. One shows how the na…

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## [How can I visualize a custom Agent navmesh?](https://forums.unrealengine.com/t/how-can-i-visualize-a-custom-agent-navmesh/507752)

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**Author:** [@Fraps2020](https://forums.unrealengine.com/u/Fraps2020)\
**Replies:** 2\
**Last updated:** [November 17, 2023, 5:18am UTC](https://forums.unrealengine.com/t/how-can-i-visualize-a-custom-agent-navmesh/507752 "2023-11-17T05:18:08Z")

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Hi, my Navigation System supports two non-default Agents, one called “TheBeast”, the other called “Cats”. I set “enable drawing” for both of them: …then I issue the console command “ShowFlag.Navigation 1” (tried als…

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