# \#Navigation

**URL:** https://forums.unrealengine.com/tag/navigation/587.md

[Latest](https://forums.unrealengine.com/latest.md) · [Categories](https://forums.unrealengine.com/categories.md) · [Tags](https://forums.unrealengine.com/tags.md)

---

## [Floating Pawn Movement + Nav Mesh = Teleporting?](https://forums.unrealengine.com/t/floating-pawn-movement-nav-mesh-teleporting/325020)

<div class="topic-metadata">

**Author:** [@Slowmanrunning](https://forums.unrealengine.com/u/Slowmanrunning)\
**Replies:** 3\
**Last updated:** [November 5, 2026, 6:54am UTC](https://forums.unrealengine.com/t/floating-pawn-movement-nav-mesh-teleporting/325020 "2026-11-05T06:54:31Z")

</div>

I’m trying to make an RTS style game and I want to have my unit pawns move towards where I right click. I have that, but currently they’re teleporting (or moving really, really fast) there and adjusting the speed in the …

---

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

<div class="topic-metadata">

**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")

</div>

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?

---

## [NavMeshBoundsVolume Collision Presets Locked](https://forums.unrealengine.com/t/navmeshboundsvolume-collision-presets-locked/2732815)

<div class="topic-metadata">

**Author:** [@Manadoria](https://forums.unrealengine.com/u/Manadoria)\
**Replies:** 0\
**Last updated:** [July 1, 2026, 5:13pm UTC](https://forums.unrealengine.com/t/navmeshboundsvolume-collision-presets-locked/2732815 "2026-07-01T17:13:48Z")

</div>

Summary NavMeshBoundsVolume instances have their “Collision Presets” locked to “NoCollision” within Unreal Engine version 5.8; the preset cannot be changed. This breaks AI navigation within certain assets that rely upon …

---

## [AI using Move To with Blackboard Vector behaves inconsistently compared to Move To Actor ](https://forums.unrealengine.com/t/ai-using-move-to-with-blackboard-vector-behaves-inconsistently-compared-to-move-to-actor/2731476)

<div class="topic-metadata">

**Author:** [@iNSANE\_SS](https://forums.unrealengine.com/u/iNSANE_SS)\
**Replies:** 1\
**Last updated:** [June 26, 2026, 3:29am UTC](https://forums.unrealengine.com/t/ai-using-move-to-with-blackboard-vector-behaves-inconsistently-compared-to-move-to-actor/2731476 "2026-06-26T03:29:05Z")

</div>

Hi everyone, I’m implementing a combat slot system where enemies move to a calculated position around the player instead of directly to the player’s location. My BT Service calculates a Vector called ChaseTarget every …

---

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

<div class="topic-metadata">

**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")

</div>

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…

---

## [How to handle smart nav links with characters moved by root motion](https://forums.unrealengine.com/t/how-to-handle-smart-nav-links-with-characters-moved-by-root-motion/2536407)

<div class="topic-metadata">

**Author:** [@Joshd1271410](https://forums.unrealengine.com/u/Joshd1271410)\
**Replies:** 2\
**Last updated:** [March 3, 2026, 11:56am UTC](https://forums.unrealengine.com/t/how-to-handle-smart-nav-links-with-characters-moved-by-root-motion/2536407 "2026-03-03T11:56:40Z")

</div>

Been trying to get the OnSmartLinkReached event to fire when my AI pass over it for two hours now but it never does. My AI movement is entirely root motion driven and I am using FindPathToLocationSynchronously for the pa…

---

## [PCG Instanced Static Mesh not updating Nav Mesh](https://forums.unrealengine.com/t/pcg-instanced-static-mesh-not-updating-nav-mesh/2667327)

<div class="topic-metadata">

**Author:** [@Fraps-971](https://forums.unrealengine.com/u/Fraps-971)\
**Replies:** 4\
**Last updated:** [February 19, 2026, 5:02am UTC](https://forums.unrealengine.com/t/pcg-instanced-static-mesh-not-updating-nav-mesh/2667327 "2026-02-19T05:02:29Z")

</div>

Unreal engine 5.6.1 I have a PCG graph generating cubes supposed to affect the nav mesh, but it does not update the nav mesh, except for one bottom left corner. The mesh has can ever affect navigation and proper collisi…

---

## [Is there a command AI Move As Close As Possible To Position?](https://forums.unrealengine.com/t/is-there-a-command-ai-move-as-close-as-possible-to-position/367611)

<div class="topic-metadata">

**Author:** [@AlexDiru](https://forums.unrealengine.com/u/AlexDiru)\
**Replies:** 14\
**Last updated:** [February 1, 2026, 12:18am UTC](https://forums.unrealengine.com/t/is-there-a-command-ai-move-as-close-as-possible-to-position/367611 "2026-02-01T00:18:20Z")

</div>

TL;DR: Is there a command AI Move As Close As Possible To Position? Which given a vector will move the AI to a reachable point on the NavMesh which minimises the distance between the actor and this input vector I’m writ…

---

## [Unreal Engine 5.5 Dynamic Nav Mesh Not generating Instanced Static Meshes Spawned using Construction Script](https://forums.unrealengine.com/t/unreal-engine-5-5-dynamic-nav-mesh-not-generating-instanced-static-meshes-spawned-using-construction-script/2410014)

<div class="topic-metadata">

**Author:** [@Dazzling\_Divine](https://forums.unrealengine.com/u/Dazzling_Divine)\
**Replies:** 5\
**Last updated:** [January 16, 2026, 6:28am UTC](https://forums.unrealengine.com/t/unreal-engine-5-5-dynamic-nav-mesh-not-generating-instanced-static-meshes-spawned-using-construction-script/2410014 "2026-01-16T06:28:06Z")

</div>

In Unreal Engine 5.5 Dynamic Nav Mesh not generating on Instanced Static Meshes Spawned using Construction Script. Nav Mesh generates if I move the blueprint actor. But when I re-open the level nav mesh is gone again. P…

---

## [Broken navmesh](https://forums.unrealengine.com/t/broken-navmesh/2687042)

<div class="topic-metadata">

**Author:** [@ddibb1](https://forums.unrealengine.com/u/ddibb1)\
**Replies:** 10\
**Last updated:** [December 28, 2025, 11:57am UTC](https://forums.unrealengine.com/t/broken-navmesh/2687042 "2025-12-28T11:57:03Z")

</div>

I’ve been having this problem with my navmesh since forever and thought I should ask if anyone has good solution for it. As you can see in the video below; the yellow spline represents a path that the agent will take to…

---

## [Nav Link Proxy SmartLinkReached event caught by wrong Nav Link](https://forums.unrealengine.com/t/nav-link-proxy-smartlinkreached-event-caught-by-wrong-nav-link/235639)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_58337127](https://forums.unrealengine.com/u/anonymous_user_58337127)\
**Replies:** 13\
**Last updated:** [November 22, 2025, 6:50pm UTC](https://forums.unrealengine.com/t/nav-link-proxy-smartlinkreached-event-caught-by-wrong-nav-link/235639 "2025-11-22T18:50:40Z")

</div>

When using NavLinkProxy actors and the Event Received Smart Link Reached, I’ve run into an issue where the wrong NavLinkProxy actor in the world will catch the event. The actor that catches the event is not near the paw…

---

## [\[UE5.6\] 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)

<div class="topic-metadata">

**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")

</div>

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 …

---

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

<div class="topic-metadata">

**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")

</div>

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…

---

## [player simpleMoveTo to an actor which has not reachable radio](https://forums.unrealengine.com/t/player-simplemoveto-to-an-actor-which-has-not-reachable-radio/2656515)

<div class="topic-metadata">

**Author:** [@Saturlag](https://forums.unrealengine.com/u/Saturlag)\
**Replies:** 0\
**Last updated:** [September 14, 2025, 9:27am UTC](https://forums.unrealengine.com/t/player-simplemoveto-to-an-actor-which-has-not-reachable-radio/2656515 "2025-09-14T09:27:02Z")

</div>

I use Top Down template. How to make SimpleMoveToActor work for the player controller if there’s a small, not reachable perimeter around the actor? The actor itself generates an obstacle, but I need the player to be abl…

---

## [\[Solved\] AI Navigation Not Working on Packaged Games or When Starting from a Different Level](https://forums.unrealengine.com/t/solved-ai-navigation-not-working-on-packaged-games-or-when-starting-from-a-different-level/1786392)

<div class="topic-metadata">

**Author:** [@hridiv](https://forums.unrealengine.com/u/hridiv)\
**Replies:** 5\
**Last updated:** [September 5, 2025, 11:26pm UTC](https://forums.unrealengine.com/t/solved-ai-navigation-not-working-on-packaged-games-or-when-starting-from-a-different-level/1786392 "2025-09-05T23:26:37Z")

</div>

After scanning the entire internet and still failing, I finally figured out a way to fix this. And now that I think about it, the solution seemed sort of obvious. Hopefully, this post will save another poor soul like me. …

---

## ["Holes" in Nav Mesh](https://forums.unrealengine.com/t/holes-in-nav-mesh/332456)

<div class="topic-metadata">

**Author:** [@Kajemyaka](https://forums.unrealengine.com/u/Kajemyaka)\
**Replies:** 6\
**Last updated:** [September 4, 2025, 2:32pm UTC](https://forums.unrealengine.com/t/holes-in-nav-mesh/332456 "2025-09-04T14:32:20Z")

</div>

Hello guys! So question is: how I can get rid of this “holes” in nav mesh? There were some sprites in those places, and I deleted them, but at these spots nav mesh still can’t be build or something. It looks like it ke…

---

## [How to dynamically place nav link proxies?](https://forums.unrealengine.com/t/how-to-dynamically-place-nav-link-proxies/330141)

<div class="topic-metadata">

**Author:** [@John\_Alcatraz](https://forums.unrealengine.com/u/John_Alcatraz)\
**Replies:** 8\
**Last updated:** [September 2, 2025, 8:57am UTC](https://forums.unrealengine.com/t/how-to-dynamically-place-nav-link-proxies/330141 "2025-09-02T08:57:48Z")

</div>

I am trying to use nav link proxies and I search for a way to place them without manually placing them in the level. So I want to put the nav link proxy in a blueprint and any time I place the blueprint it’s configured c…

---

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

<div class="topic-metadata">

**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")

</div>

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…

---

## [UE5.4 NavmeshRecast crash on package build](https://forums.unrealengine.com/t/ue5-4-navmeshrecast-crash-on-package-build/2622598)

<div class="topic-metadata">

**Author:** [@me\_HiDE](https://forums.unrealengine.com/u/me_HiDE)\
**Replies:** 0\
**Last updated:** [July 29, 2025, 3:11pm UTC](https://forums.unrealengine.com/t/ue5-4-navmeshrecast-crash-on-package-build/2622598 "2025-07-29T15:11:01Z")

</div>

Hi! I stumble upon a memory problem regarding the NavmeshRecast. Somehow, whenever I load a level, there will be a memory allocation of ~4GBs for NavmeshRecast (got this from LLM). It only occurs on the first 3-5mins a…

---

## [Optional 3D Software Style Navigation (SketchUp, Blender, 3ds Max)](https://forums.unrealengine.com/t/optional-3d-software-style-navigation-sketchup-blender-3ds-max/2588096)

<div class="topic-metadata">

**Author:** [@Star\_Aldebaran](https://forums.unrealengine.com/u/Star_Aldebaran)\
**Replies:** 1\
**Last updated:** [July 29, 2025, 2:21pm UTC](https://forums.unrealengine.com/t/optional-3d-software-style-navigation-sketchup-blender-3ds-max/2588096 "2025-07-29T14:21:46Z")

</div>

Hi all, I wanted to open a conversation and hopefully gain support for something that I—and I know many others—have been longing for in Unreal Engine: an alternative viewport navigation mode designed for users coming fr…

---

## [Why is my navmesh offset?](https://forums.unrealengine.com/t/why-is-my-navmesh-offset/440555)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_a662bfb5](https://forums.unrealengine.com/u/anonymous_user_a662bfb5)\
**Replies:** 8\
**Last updated:** [July 28, 2025, 1:23pm UTC](https://forums.unrealengine.com/t/why-is-my-navmesh-offset/440555 "2025-07-28T13:23:16Z")

</div>

For some odd reason whenever I press the play button my navmesh seems to move position. I have been having an issue getting my AI to move and when I ejected into spectator I saw that my navmesh was all displaced…sure eno…

---

## [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)

<div class="topic-metadata">

**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")

</div>

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…

---

## [Dynamic Navmesh modifier doesn't acknowledge obstacle class NavModifier.](https://forums.unrealengine.com/t/dynamic-navmesh-modifier-doesnt-acknowledge-obstacle-class-navmodifier/2602580)

<div class="topic-metadata">

**Author:** [@PrplMoth](https://forums.unrealengine.com/u/PrplMoth)\
**Replies:** 0\
**Last updated:** [July 13, 2025, 10:48am UTC](https://forums.unrealengine.com/t/dynamic-navmesh-modifier-doesnt-acknowledge-obstacle-class-navmodifier/2602580 "2025-07-13T10:48:20Z")

</div>

So, I set my Navmesh runtime generation to “Dynamic Modifiers Only”, I have a bunch of actors spawned at runtime, all with Nav modifier components, such as walls that have their nav modifiers area classes set to “Null”, …

---

## [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)

<div class="topic-metadata">

**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")

</div>

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…

---

## [Multiple Nav meshes with different properties](https://forums.unrealengine.com/t/multiple-nav-meshes-with-different-properties/2593404)

<div class="topic-metadata">

**Author:** [@sefa78](https://forums.unrealengine.com/u/sefa78)\
**Replies:** 1\
**Last updated:** [July 6, 2025, 10:44pm UTC](https://forums.unrealengine.com/t/multiple-nav-meshes-with-different-properties/2593404 "2025-07-06T22:44:11Z")

</div>

Hi everyone, I was wondering if its possible to have two different nav meshes, one which will be the default with default tile sizes etc. and one which will be a coarse nav mesh with very huge tile sizes with lower preci…

---

## [AI Won't move to their assigned positions after some time](https://forums.unrealengine.com/t/ai-wont-move-to-their-assigned-positions-after-some-time/2590134)

<div class="topic-metadata">

**Author:** [@WolfAlvein](https://forums.unrealengine.com/u/WolfAlvein)\
**Replies:** 0\
**Last updated:** [July 4, 2025, 10:54am UTC](https://forums.unrealengine.com/t/ai-wont-move-to-their-assigned-positions-after-some-time/2590134 "2025-07-04T10:54:07Z")

</div>

Hi everyone, I have a problem where I Spawn multiple NPC’s and assign them a position based on some EQS Tests and the available positions for each reach, there are three as of now but I could add more based on reach, rig…

---

## [Navmesh generating on top of static meshes?](https://forums.unrealengine.com/t/navmesh-generating-on-top-of-static-meshes/458431)

<div class="topic-metadata">

**Author:** [@PerCat](https://forums.unrealengine.com/u/PerCat)\
**Replies:** 1\
**Last updated:** [July 3, 2025, 12:59pm UTC](https://forums.unrealengine.com/t/navmesh-generating-on-top-of-static-meshes/458431 "2025-07-03T12:59:42Z")

</div>

Hey all, I’m running into some issues with my players pathfinding. I use a dynamic navmesh that generates around an invoker on the player character. It generates well but on some meshes that are low to the ground like ro…

---

## [Why won't my AI use the Nav Link Proxy?](https://forums.unrealengine.com/t/why-wont-my-ai-use-the-nav-link-proxy/318626)

<div class="topic-metadata">

**Author:** [@DSursely](https://forums.unrealengine.com/u/DSursely)\
**Replies:** 9\
**Last updated:** [July 2, 2025, 10:12pm UTC](https://forums.unrealengine.com/t/why-wont-my-ai-use-the-nav-link-proxy/318626 "2025-07-02T22:12:36Z")

</div>

I’ve posted this in the forums with no response: Basically, my AI is setup to follow the player. It works as expected but will not use the Nav Link Proxy to follow off of a ledge, like in the Nav Mesh Content Example …

---

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

<div class="topic-metadata">

**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")

</div>

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

---

## [My enemy going in a direction, instad of going to a location](https://forums.unrealengine.com/t/my-enemy-going-in-a-direction-instad-of-going-to-a-location/2551407)

<div class="topic-metadata">

**Author:** [@tselcetel](https://forums.unrealengine.com/u/tselcetel)\
**Replies:** 3\
**Last updated:** [June 12, 2025, 10:58am UTC](https://forums.unrealengine.com/t/my-enemy-going-in-a-direction-instad-of-going-to-a-location/2551407 "2025-06-12T10:58:06Z")

</div>

im making enemy that its just a floating cube. but when i trying to make it chase a target - it just going in a streight line. i thoght that the enemy coliding with the mesh (of the box) but the same problem happening w…

[Next page](https://forums.unrealengine.com/tag/navigation/587.md?match_all_tags=true&page=1&tags%5B%5D=Navigation)
