# \#navmesh

**URL:** https://forums.unrealengine.com/tag/navmesh/313.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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## [Navmesh cracks in irregular geometry such as hills](https://forums.unrealengine.com/t/navmesh-cracks-in-irregular-geometry-such-as-hills/408907)

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**Author:** [@anonymous\_user\_f519f153](https://forums.unrealengine.com/u/anonymous_user_f519f153)\
**Replies:** 4\
**Last updated:** [September 12, 2026, 5:05pm UTC](https://forums.unrealengine.com/t/navmesh-cracks-in-irregular-geometry-such-as-hills/408907 "2026-09-12T17:05:39Z")

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We are building the NPCs in our game to use the nav mesh for navigation. However, they frequently get stuck on the cracks of navmesh in our level, which largely comprises of hilly and irregular elevation. Is there any v…

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## [\[bug\] Navmesh generates inside blocking static meshes and blocking volumes](https://forums.unrealengine.com/t/bug-navmesh-generates-inside-blocking-static-meshes-and-blocking-volumes/382315)

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**Author:** [@Xukapy](https://forums.unrealengine.com/u/Xukapy)\
**Replies:** 24\
**Last updated:** [August 22, 2026, 7:12am UTC](https://forums.unrealengine.com/t/bug-navmesh-generates-inside-blocking-static-meshes-and-blocking-volumes/382315 "2026-08-22T07:12:25Z")

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4.14.3 Why tho?

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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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## [Navmesh not working on specific built-in Fortnite assets](https://forums.unrealengine.com/t/navmesh-not-working-on-specific-built-in-fortnite-assets/2739388)

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**Author:** [@Christoufu](https://forums.unrealengine.com/u/Christoufu)\
**Replies:** 1\
**Last updated:** [July 30, 2026, 7:54am UTC](https://forums.unrealengine.com/t/navmesh-not-working-on-specific-built-in-fortnite-assets/2739388 "2026-07-30T07:54:41Z")

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Summary Certain built-in Fortnite assets (BuildingProps) don’t affect/get affected by navmesh. Please select what you are reporting on: Unreal Editor for Fortnite What Type of Bug are you experiencing? Assets Steps to…

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## [SimpleMove failed: Movement not allowed](https://forums.unrealengine.com/t/simplemove-failed-movement-not-allowed/439889)

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**Author:** [@Allshar](https://forums.unrealengine.com/u/Allshar)\
**Replies:** 12\
**Last updated:** [July 8, 2026, 11:45am UTC](https://forums.unrealengine.com/t/simplemove-failed-movement-not-allowed/439889 "2026-07-08T11:45:36Z")

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Hi. I use a very simple system for a player character: Mouse Click → Simple move to location. Here is the problem: I want to unpossess this character and spawn and possess a new one. When I do this, simple move fails…

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

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**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")

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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 …

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## [How to check if target is reachable navmesh](https://forums.unrealengine.com/t/how-to-check-if-target-is-reachable-navmesh/333015)

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**Author:** [@nedled](https://forums.unrealengine.com/u/nedled)\
**Replies:** 4\
**Last updated:** [May 30, 2026, 3:32pm UTC](https://forums.unrealengine.com/t/how-to-check-if-target-is-reachable-navmesh/333015 "2026-05-30T15:32:57Z")

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Hi there, I’m using a Behavior tree for my AI with a priority system where I list all types of enemies. I want to check the reach-ability of all enemies using a priority list. However when I’m checking an enemy that i…

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## [Issue having an Enemy Movie, Can't tell if it's Navmesh, Blueprint or something else.](https://forums.unrealengine.com/t/issue-having-an-enemy-movie-cant-tell-if-its-navmesh-blueprint-or-something-else/2723881)

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**Author:** [@Geophpherson](https://forums.unrealengine.com/u/Geophpherson)\
**Replies:** 5\
**Last updated:** [May 23, 2026, 7:23pm UTC](https://forums.unrealengine.com/t/issue-having-an-enemy-movie-cant-tell-if-its-navmesh-blueprint-or-something-else/2723881 "2026-05-23T19:23:31Z")

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Hi Everyone. I’ve been trying to create a Enemies that just Follow the Player, if they Touch, They Kill. I’ve managed to make the Kill part no Problem, However i for the life of me, Cannot figure out or find a Solution…

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## [Alternatives to CMC for AI movement that still leverage navmesh](https://forums.unrealengine.com/t/alternatives-to-cmc-for-ai-movement-that-still-leverage-navmesh/2711477)

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**Author:** [@Tobleroon](https://forums.unrealengine.com/u/Tobleroon)\
**Replies:** 0\
**Last updated:** [April 5, 2026, 12:27am UTC](https://forums.unrealengine.com/t/alternatives-to-cmc-for-ai-movement-that-still-leverage-navmesh/2711477 "2026-04-05T00:27:57Z")

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Hello great game dev minds, I’m working on a game that involves enemies spawning on the perimeter of the map and navigating to target buildings the player is defending. Enemies are simple hovercraft vehicles, no moving…

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

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**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")

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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…

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## [How can my NPCs open doors?](https://forums.unrealengine.com/t/how-can-my-npcs-open-doors/293593)

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**Author:** [@anonymous\_user\_a2737234](https://forums.unrealengine.com/u/anonymous_user_a2737234)\
**Replies:** 6\
**Last updated:** [February 10, 2026, 10:32am UTC](https://forums.unrealengine.com/t/how-can-my-npcs-open-doors/293593 "2026-02-10T10:32:07Z")

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Hello, I have npcs with an AIController with a behaviour tree and a mansion where they are walking in. Normally they stay inside their assigned room but when they are scared they should run to a savepoint which is locat…

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## [Looking for a workaround for dynamic navmesh not working properly with construction script (5.5 to 5.7)](https://forums.unrealengine.com/t/looking-for-a-workaround-for-dynamic-navmesh-not-working-properly-with-construction-script-5-5-to-5-7/2692954)

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**Author:** [@ArcadiaCreations](https://forums.unrealengine.com/u/ArcadiaCreations)\
**Replies:** 0\
**Last updated:** [January 17, 2026, 7:54pm UTC](https://forums.unrealengine.com/t/looking-for-a-workaround-for-dynamic-navmesh-not-working-properly-with-construction-script-5-5-to-5-7/2692954 "2026-01-17T19:54:57Z")

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For now best solution I have is adding a box collision as obstacle, but even that is flawed For some reason the navmesh doesn’t react to the full length on bigger sizes even though the collision box is there, on top …

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## [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)

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**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")

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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…

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## [My NavMesh does not allow movement in all its area when scaled up ](https://forums.unrealengine.com/t/my-navmesh-does-not-allow-movement-in-all-its-area-when-scaled-up/2690610)

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**Author:** [@later\_than\_soon](https://forums.unrealengine.com/u/later_than_soon)\
**Replies:** 1\
**Last updated:** [January 9, 2026, 6:33pm UTC](https://forums.unrealengine.com/t/my-navmesh-does-not-allow-movement-in-all-its-area-when-scaled-up/2690610 "2026-01-09T18:33:54Z")

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I have a map that i use to test the ai\_move\_to node and so far it was working great. Today i decided to scale the map up a bit to test movement on hills and such. After i scaled the floor and navmesh, my character could…

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

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**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")

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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…

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## [SplineNavModifier is offset from the containing actor](https://forums.unrealengine.com/t/splinenavmodifier-is-offset-from-the-containing-actor/2657982)

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**Author:** [@LatteTheDev](https://forums.unrealengine.com/u/LatteTheDev)\
**Replies:** 1\
**Last updated:** [December 16, 2025, 3:43pm UTC](https://forums.unrealengine.com/t/splinenavmodifier-is-offset-from-the-containing-actor/2657982 "2025-12-16T15:43:09Z")

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I am trying to use a spline to modify the navmesh. I came across the SplineNavModifier component and added it to a new actor in a brand new project. It seems the actual resulting modifier area (blue lines) is offset fr…

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## [Shifting Nav Mesh](https://forums.unrealengine.com/t/shifting-nav-mesh/2683240)

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**Author:** [@mattv](https://forums.unrealengine.com/u/mattv)\
**Replies:** 0\
**Last updated:** [December 8, 2025, 8:30pm UTC](https://forums.unrealengine.com/t/shifting-nav-mesh/2683240 "2025-12-08T20:30:31Z")

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Evening All, Bit of a weird one, i’ve noticed that my AI characters seemed to be bumping into walls when the navmesh shouldn’t allow them too, in editor its fine and there is a lot of space between the walls and the edg…

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## [Static nav mesh not making it into build](https://forums.unrealengine.com/t/static-nav-mesh-not-making-it-into-build/2682218)

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**Author:** [@Radiian](https://forums.unrealengine.com/u/Radiian)\
**Replies:** 0\
**Last updated:** [December 5, 2025, 4:18am UTC](https://forums.unrealengine.com/t/static-nav-mesh-not-making-it-into-build/2682218 "2025-12-05T04:18:51Z")

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I’m working on a UE 4.27 project where I need a static nav mesh for a large map build with world composition. I need the nav mesh to be static because I have AI roaming that I want to continue roaming even when sub level…

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## [Pathfinding on a moving object / Local space pathfinding](https://forums.unrealengine.com/t/pathfinding-on-a-moving-object-local-space-pathfinding/302618)

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**Author:** [@Siretu](https://forums.unrealengine.com/u/Siretu)\
**Replies:** 14\
**Last updated:** [November 30, 2025, 8:34pm UTC](https://forums.unrealengine.com/t/pathfinding-on-a-moving-object-local-space-pathfinding/302618 "2025-11-30T20:34:55Z")

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So I’m looking to implement pathfinding on a moving object. Imagine a train or a ship or something like that. I implemented this in unity by transforming back and forth between local and world space when looking up where…

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## [Movement\_types - FIX - Verse compile error for NPC - Did you forget to specify using { /Fortnite.com/AI }](https://forums.unrealengine.com/t/movement-types-fix-verse-compile-error-for-npc-did-you-forget-to-specify-using-fortnite-com-ai/2673844)

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**Author:** [@Bizanator](https://forums.unrealengine.com/u/Bizanator)\
**Replies:** 9\
**Last updated:** [November 25, 2025, 6:53pm UTC](https://forums.unrealengine.com/t/movement-types-fix-verse-compile-error-for-npc-did-you-forget-to-specify-using-fortnite-com-ai/2673844 "2025-11-25T18:53:58Z")

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Summary Verese Compile Failures after 38.10 for AI NPC Movement Types I already have in the top of my NPC definition however after todays update verse fails to compile with Script error 3506: Unknown identifier \`moveme…

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## [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)

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**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")

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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…

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## [World partitioned level and navmesh](https://forums.unrealengine.com/t/world-partitioned-level-and-navmesh/2675004)

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**Author:** [@HiImGh0st](https://forums.unrealengine.com/u/HiImGh0st)\
**Replies:** 2\
**Last updated:** [November 18, 2025, 1:41pm UTC](https://forums.unrealengine.com/t/world-partitioned-level-and-navmesh/2675004 "2025-11-18T13:41:24Z")

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Hey, I have a problem with navmesh at the world partitioned level. I am using this guide: World Partitioned Navigation Mesh | Unreal Engine 5.7 Documentation | Epic Developer Community Navigation is present and working …

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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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## [How can I export NavMesh Data](https://forums.unrealengine.com/t/how-can-i-export-navmesh-data/1846323)

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**Author:** [@MartinLutherKing](https://forums.unrealengine.com/u/MartinLutherKing)\
**Replies:** 3\
**Last updated:** [November 5, 2025, 12:40pm UTC](https://forums.unrealengine.com/t/how-can-i-export-navmesh-data/1846323 "2025-11-05T12:40:37Z")

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I’m having trouble exporting data from NavMesh. I want to extract the triangle data (v and f) from the green area (navigation) that is displayed in the Unreal Engine Editor. So in the NavMesh settings, I set the Run…

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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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## [Show Navigation Mesh in Game](https://forums.unrealengine.com/t/show-navigation-mesh-in-game/763563)

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**Author:** [@Helevarus](https://forums.unrealengine.com/u/Helevarus)\
**Replies:** 7\
**Last updated:** [October 28, 2025, 4:06am UTC](https://forums.unrealengine.com/t/show-navigation-mesh-in-game/763563 "2025-10-28T04:06:58Z")

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Hi, I am currently working on a demonstration project to show indoor navigation with models from AEC sector. For this I built up a navigation mesh that I would like to show while the game is running. I want to create an…

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## [Alternate between dynamic and modifier only navmesh at runtime ?](https://forums.unrealengine.com/t/alternate-between-dynamic-and-modifier-only-navmesh-at-runtime/2664356)

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**Author:** [@yekimevol](https://forums.unrealengine.com/u/yekimevol)\
**Replies:** 1\
**Last updated:** [October 11, 2025, 12:28pm UTC](https://forums.unrealengine.com/t/alternate-between-dynamic-and-modifier-only-navmesh-at-runtime/2664356 "2025-10-11T12:28:04Z")

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Hi all I’m working on a level with massive moving vertical platforms, the issue I am having is that the navmesh won’t follow the platforms when they move up and down between levels. Is there a way to update the navmesh…

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## [NavMesh accelerating my balding](https://forums.unrealengine.com/t/navmesh-accelerating-my-balding/2660800)

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**Author:** [@29Mozay29](https://forums.unrealengine.com/u/29Mozay29)\
**Replies:** 0\
**Last updated:** [September 29, 2025, 10:48am UTC](https://forums.unrealengine.com/t/navmesh-accelerating-my-balding/2660800 "2025-09-29T10:48:23Z")

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Hi all! I’m curious if I’m missing something huge in 5.6. On a new project, on a new level with a floor and a NavMesh, the NavMesh works (I know, great start). However, if I build all levels, the navmesh completely break…

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## [\[Solved\] 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)

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**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")

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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. …

[Next page](https://forums.unrealengine.com/tag/navmesh/313.md?match_all_tags=true&page=1&tags%5B%5D=navmesh)
