# \#navmeshbounds

**URL:** https://forums.unrealengine.com/tag/navmeshbounds/6906.md

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

---

## [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?

---

## [NavMesh not allowing movement](https://forums.unrealengine.com/t/navmesh-not-allowing-movement/457579)

<div class="topic-metadata">

**Author:** [@MagiaNegra89](https://forums.unrealengine.com/u/MagiaNegra89)\
**Replies:** 1\
**Last updated:** [July 3, 2025, 1:38pm UTC](https://forums.unrealengine.com/t/navmesh-not-allowing-movement/457579 "2025-07-03T13:38:14Z")

</div>

I’m having an issue with the NavMesh in my level. I started with the top down template that comes with the engine. The just added my own BP’s and scaled down the NavMesh. I did not adjust any other stats. For some reason…

---

## [Navmesh runtime regeneration](https://forums.unrealengine.com/t/navmesh-runtime-regeneration/336914)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_57163aaf](https://forums.unrealengine.com/u/anonymous_user_57163aaf)\
**Replies:** 4\
**Last updated:** [July 1, 2025, 8:25am UTC](https://forums.unrealengine.com/t/navmesh-runtime-regeneration/336914 "2025-07-01T08:25:12Z")

</div>

I’ve put in a NavmeshBoundsVolume in my map. My question is regarding the recalculation of Navmesh on-demand from my C++ code. Is there any avenue to do so? I know of the RuntimeGeneration=Dynamic setting in DefaultEng…

---

## [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?

---

## [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)

<div class="topic-metadata">

**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")

</div>

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…

---

## [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)

<div class="topic-metadata">

**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")

</div>

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…

---

## [NPCs Completely ignore navigation costs assigned to a landscape spline mesh.](https://forums.unrealengine.com/t/npcs-completely-ignore-navigation-costs-assigned-to-a-landscape-spline-mesh/1494549)

<div class="topic-metadata">

**Author:** [@TheOnlyBrownbus](https://forums.unrealengine.com/u/TheOnlyBrownbus)\
**Replies:** 2\
**Last updated:** [December 6, 2023, 2:15pm UTC](https://forums.unrealengine.com/t/npcs-completely-ignore-navigation-costs-assigned-to-a-landscape-spline-mesh/1494549 "2023-12-06T14:15:40Z")

</div>

I created a landscape spline to mark out a path, then assigned a mesh to the spline, and added a NavArea Class blueprint to it, with 0 cost. My hope was that this will ensure that NPCs would prefer using the path (cyan …

---

## [Navmeshes from streaming levels are not loaded if Persistent level has no Nav Bounds Volumes](https://forums.unrealengine.com/t/navmeshes-from-streaming-levels-are-not-loaded-if-persistent-level-has-no-nav-bounds-volumes/326936)

<div class="topic-metadata">

**Author:** [@rajkosto](https://forums.unrealengine.com/u/rajkosto)\
**Replies:** 8\
**Last updated:** [November 7, 2023, 9:02am UTC](https://forums.unrealengine.com/t/navmeshes-from-streaming-levels-are-not-loaded-if-persistent-level-has-no-nav-bounds-volumes/326936 "2023-11-07T09:02:44Z")

</div>

When using world composition, the only map that loads if you load the persistent map is the persistent map. I have nothing in my persistent map save for a directional light and some clouds. All the actual geometry is i…

---

## [How do I use navigation in a procedurally generated world](https://forums.unrealengine.com/t/how-do-i-use-navigation-in-a-procedurally-generated-world/487869)

<div class="topic-metadata">

**Author:** [@BatYaggy](https://forums.unrealengine.com/u/BatYaggy)\
**Replies:** 1\
**Last updated:** [May 5, 2023, 10:24am UTC](https://forums.unrealengine.com/t/how-do-i-use-navigation-in-a-procedurally-generated-world/487869 "2023-05-05T10:24:22Z")

</div>

The map in my game is generated at runtime so there is no navigation before runtime. However once the map is generated I am unable to generate a navigation on it. How can I do this? I have a navmeshbounds volume and reca…

---

## [Multiple Nav Bound Volumes](https://forums.unrealengine.com/t/multiple-nav-bound-volumes/313121)

<div class="topic-metadata">

**Author:** [@willh313\_1](https://forums.unrealengine.com/u/willh313_1)\
**Replies:** 6\
**Last updated:** [May 2, 2022, 9:55am UTC](https://forums.unrealengine.com/t/multiple-nav-bound-volumes/313121 "2022-05-02T09:55:31Z")

</div>

Hello again, I am building a game for a class project, The game has a large open world with different areas that each have their own particular enemy character. At the moment I have one of my enemies up and running. He p…

---

## [Navmesh draws different in Standalone](https://forums.unrealengine.com/t/navmesh-draws-different-in-standalone/491366)

<div class="topic-metadata">

**Author:** [@J0hn-C0nn0r](https://forums.unrealengine.com/u/J0hn-C0nn0r)\
**Replies:** 1\
**Last updated:** [November 27, 2021, 9:38am UTC](https://forums.unrealengine.com/t/navmesh-draws-different-in-standalone/491366 "2021-11-27T09:38:29Z")

</div>

I have no clue what’s going on but in standalone it won’t draw the navmesh between walls…I don’t understand why either, it doesn’t do this in the editor so why is it doing it in stand alone? If someone could I really can…

---

## [Impassable lines on the nav mesh preventing AI from crossing cells](https://forums.unrealengine.com/t/impassable-lines-on-the-nav-mesh-preventing-ai-from-crossing-cells/321533)

<div class="topic-metadata">

**Author:** [@CptWallace](https://forums.unrealengine.com/u/CptWallace)\
**Replies:** 5\
**Last updated:** [November 27, 2021, 8:20am UTC](https://forums.unrealengine.com/t/impassable-lines-on-the-nav-mesh-preventing-ai-from-crossing-cells/321533 "2021-11-27T08:20:06Z")

</div>

The Nav Mesh Bounds volume in one of my levels is acting up, displaying green lines over the nav mesh which cannot be crossed by AI characters. Changing some of the settings in the RecastNavMesh settings to change th…

---

## [Navmesh two floors ai bug](https://forums.unrealengine.com/t/navmesh-two-floors-ai-bug/432328)

<div class="topic-metadata">

**Author:** [@anon15677477](https://forums.unrealengine.com/u/anon15677477)\
**Replies:** 4\
**Last updated:** [September 27, 2021, 12:04am UTC](https://forums.unrealengine.com/t/navmesh-two-floors-ai-bug/432328 "2021-09-27T00:04:36Z")

</div>

Hi Sorry to my English. In this video : The characters Ai move well when the landscape mesh in set no colision. So there is a navmesh on the moutain. When i activate the colision on the landscape, the ai character …

---

## [NavMeshBoundsVolume doesn't always work](https://forums.unrealengine.com/t/navmeshboundsvolume-doesnt-always-work/488660)

<div class="topic-metadata">

**Author:** [@vespineauto007](https://forums.unrealengine.com/u/vespineauto007)\
**Replies:** 3\
**Last updated:** [September 14, 2021, 1:19am UTC](https://forums.unrealengine.com/t/navmeshboundsvolume-doesnt-always-work/488660 "2021-09-14T01:19:11Z")

</div>

I am having issues with the NavMeshBoundsVolume under the landscape heightmap when creating a cave. Landscape areas that allow a NavMeshBoundsVolume only allow NavMeshBoundsVolume underground in the cave system; however…

---

## [Generate Navmesh only on certain actors](https://forums.unrealengine.com/t/generate-navmesh-only-on-certain-actors/482585)

<div class="topic-metadata">

**Author:** [@Brian\_X](https://forums.unrealengine.com/u/Brian_X)\
**Replies:** 0\
**Last updated:** [April 28, 2021, 11:59am UTC](https://forums.unrealengine.com/t/generate-navmesh-only-on-certain-actors/482585 "2021-04-28T11:59:12Z")

</div>

I am currently working on a navigation implementation for generated cities. Right now the Navmesh is generated by one big Nav Mesh Bounds Volume. I know this might not be the best solution, but this question is not aimed…

---

## [Advise Recommended Navmesh Bounds Volume Size](https://forums.unrealengine.com/t/advise-recommended-navmesh-bounds-volume-size/482146)

<div class="topic-metadata">

**Author:** [@Frozenfire](https://forums.unrealengine.com/u/Frozenfire)\
**Replies:** 0\
**Last updated:** [April 19, 2021, 7:43am UTC](https://forums.unrealengine.com/t/advise-recommended-navmesh-bounds-volume-size/482146 "2021-04-19T07:43:03Z")

</div>

I’m wondering what are the implications of having extremely large navmesh bounds volume ( 100/150m x 100/150m) vs many small pieces ( 30-50m x 30-50m ) is one always better than the other? Obviously having smaller piece…

---

## [Navigation modifier volume layers](https://forums.unrealengine.com/t/navigation-modifier-volume-layers/477159)

<div class="topic-metadata">

**Author:** [@dorovasyyyyyp4ki](https://forums.unrealengine.com/u/dorovasyyyyyp4ki)\
**Replies:** 0\
**Last updated:** [January 12, 2021, 8:49pm UTC](https://forums.unrealengine.com/t/navigation-modifier-volume-layers/477159 "2021-01-12T20:49:41Z")

</div>

\]\[2\] Hi, so, for example, i have two modifier volume, which is placed in same position, but have different area classes. First modifier have extent 100,100,100, Second is 300,300,100. My question is have i can make…

---

## [Issue with Landscape Navigation. Need help!](https://forums.unrealengine.com/t/issue-with-landscape-navigation-need-help/473397)

<div class="topic-metadata">

**Author:** [@tech1187](https://forums.unrealengine.com/u/tech1187)\
**Replies:** 0\
**Last updated:** [October 23, 2020, 9:34pm UTC](https://forums.unrealengine.com/t/issue-with-landscape-navigation-need-help/473397 "2020-10-23T21:34:05Z")

</div>

Hello, I am working on a large project and am trying to use AI animals using waypoints to help guide them along. I have added the NavMeshBoundsVolume to it as well. My landscape is designed using the World Composition wh…

---

## [AI not moving with Open Level](https://forums.unrealengine.com/t/ai-not-moving-with-open-level/467178)

<div class="topic-metadata">

**Author:** [@Chocojoey10](https://forums.unrealengine.com/u/Chocojoey10)\
**Replies:** 1\
**Last updated:** [June 24, 2020, 11:38am UTC](https://forums.unrealengine.com/t/ai-not-moving-with-open-level/467178 "2020-06-24T11:38:55Z")

</div>

Okay, so I am making a game with a main menu. On the main menu you can buy upgrades go to the character select and click on the character you want. When you click on one of the characters it changes the player character …

---

## [GET NAVMESH BOUNDS IN AR](https://forums.unrealengine.com/t/get-navmesh-bounds-in-ar/460918)

<div class="topic-metadata">

**Author:** [@Gross\_1](https://forums.unrealengine.com/u/Gross_1)\
**Replies:** 0\
**Last updated:** [January 24, 2020, 7:21pm UTC](https://forums.unrealengine.com/t/get-navmesh-bounds-in-ar/460918 "2020-01-24T19:21:54Z")

</div>

Hi, I want to make an ar game with an ai charactern but I cant do it because you cant use nav mesh bounds or spawn. Any ideas?

---

## [Nav Mesh Lighter green colour](https://forums.unrealengine.com/t/nav-mesh-lighter-green-colour/459663)

<div class="topic-metadata">

**Author:** [@Dr\_Asbestos](https://forums.unrealengine.com/u/Dr_Asbestos)\
**Replies:** 0\
**Last updated:** [December 18, 2019, 9:26am UTC](https://forums.unrealengine.com/t/nav-mesh-lighter-green-colour/459663 "2019-12-18T09:26:54Z")

</div>

I’ve a problem with my Nav mesh it has two shades of colour, and is affecting how my characters are walking from A-B. I’ve been through all the objects on the Outliner, so I don’t think it’s just a random shape in the wa…

---

## [Where do i edit navmesh data so AI goes around walls and corners?](https://forums.unrealengine.com/t/where-do-i-edit-navmesh-data-so-ai-goes-around-walls-and-corners/455894)

<div class="topic-metadata">

**Author:** [@Abdul\_Hasan\_Ali](https://forums.unrealengine.com/u/Abdul_Hasan_Ali)\
**Replies:** 0\
**Last updated:** [September 24, 2019, 2:04pm UTC](https://forums.unrealengine.com/t/where-do-i-edit-navmesh-data-so-ai-goes-around-walls-and-corners/455894 "2019-09-24T14:04:28Z")

</div>

So i have an AI tank that has a floating pawn movement component to move in a navigation mesh. It gets stuck behind walls while moving. I might have to adjust agent properties. Now i found 4 places where i can change all…

---

## [NavMesh Not Working, Not Showing Green](https://forums.unrealengine.com/t/navmesh-not-working-not-showing-green/447662)

<div class="topic-metadata">

**Author:** [@Murkoy](https://forums.unrealengine.com/u/Murkoy)\
**Replies:** 1\
**Last updated:** [April 22, 2019, 8:07pm UTC](https://forums.unrealengine.com/t/navmesh-not-working-not-showing-green/447662 "2019-04-22T20:07:48Z")

</div>

Hi All, My NavMesh has just stopped working for no reason. It no longer shows green or red, and the AI can no longer use it. I have tried dragging in a new one, deleting the old one, rebuilding and pressing P. I have a…

---

## [Problem with changing Recast NavMesh Agent Radius option](https://forums.unrealengine.com/t/problem-with-changing-recast-navmesh-agent-radius-option/414008)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_91c926f3](https://forums.unrealengine.com/u/anonymous_user_91c926f3)\
**Replies:** 2\
**Last updated:** [March 3, 2019, 9:11am UTC](https://forums.unrealengine.com/t/problem-with-changing-recast-navmesh-agent-radius-option/414008 "2019-03-03T09:11:53Z")

</div>

Hi, i am trying to rebuild my Navmesh so that my AI is not walking trough Trees or gets stuck in them. I have also encountered a Problem with the Agent Radius setting. So i was adjusting the capsule collider of my AI Ch…

---

## [NavMesh not building around z height](https://forums.unrealengine.com/t/navmesh-not-building-around-z-height/435715)

<div class="topic-metadata">

**Author:** [@anon55348953](https://forums.unrealengine.com/u/anon55348953)\
**Replies:** 1\
**Last updated:** [October 16, 2018, 6:29am UTC](https://forums.unrealengine.com/t/navmesh-not-building-around-z-height/435715 "2018-10-16T06:29:15Z")

</div>

I added box colliders to a few static mesh ground planes that came with a house. Now my problem is, that I have to move those away from z == 0 to get the navmesh to work. Placed at z == 0, none of the 5 planes generate a…

---

## [Nav Mesh Bounds Volume not working with Landscape](https://forums.unrealengine.com/t/nav-mesh-bounds-volume-not-working-with-landscape/426372)

<div class="topic-metadata">

**Author:** [@Velo](https://forums.unrealengine.com/u/Velo)\
**Replies:** 1\
**Last updated:** [June 18, 2018, 9:07pm UTC](https://forums.unrealengine.com/t/nav-mesh-bounds-volume-not-working-with-landscape/426372 "2018-06-18T21:07:18Z")

</div>

I have a “Nav Mesh Bounds Volume” in my scene that used to work fine in the UE4 Editor, however when I started using World Composition (to piece landscape tiles together), it stopped working correctly for some reason? I’…

---

## [How can I make NavMesh Bounds Volume to cover entire surface?](https://forums.unrealengine.com/t/how-can-i-make-navmesh-bounds-volume-to-cover-entire-surface/426439)

<div class="topic-metadata">

**Author:** [@Rexow12](https://forums.unrealengine.com/u/Rexow12)\
**Replies:** 0\
**Last updated:** [June 1, 2018, 3:43pm UTC](https://forums.unrealengine.com/t/how-can-i-make-navmesh-bounds-volume-to-cover-entire-surface/426439 "2018-06-01T15:43:01Z")

</div>

I would like to know is there’s a way to make Mesh cover an entire surface of static meshes? I cant find anything in the details. Here’s a example what’s I mean: It’s look like this: And I want it to look like this…

---

## [How to check whether a Character can move to a Location in NavMeshBoundsVolume?](https://forums.unrealengine.com/t/how-to-check-whether-a-character-can-move-to-a-location-in-navmeshboundsvolume/396153)

<div class="topic-metadata">

**Author:** [@anon13181580](https://forums.unrealengine.com/u/anon13181580)\
**Replies:** 3\
**Last updated:** [April 3, 2018, 3:51pm UTC](https://forums.unrealengine.com/t/how-to-check-whether-a-character-can-move-to-a-location-in-navmeshboundsvolume/396153 "2018-04-03T15:51:22Z")

</div>

Hello, how can I check whether an AI Character can move to a Location in NavMeshBoundsVolume? For example how can I check whether it can move to the Location it is supposed to via SimpleMoveToLocation?

---

## [Rotating nav mesh bounds](https://forums.unrealengine.com/t/rotating-nav-mesh-bounds/410295)

<div class="topic-metadata">

**Author:** [@Makrangoncias](https://forums.unrealengine.com/u/Makrangoncias)\
**Replies:** 0\
**Last updated:** [November 22, 2017, 10:58am UTC](https://forums.unrealengine.com/t/rotating-nav-mesh-bounds/410295 "2017-11-22T10:58:03Z")

</div>

The problem is the following A big and really complex geometry map One big nav mesh bound results in like a thousand small pieces of nav meshes Thus using nav modifier volumes isn’t really a solution it would take too …

---

## [UNavigationSystem Why MainNavData is null?](https://forums.unrealengine.com/t/unavigationsystem-why-mainnavdata-is-null/373571)

<div class="topic-metadata">

**Author:** [@anonymous\_user\_6a86feef1](https://forums.unrealengine.com/u/anonymous_user_6a86feef1)\
**Replies:** 3\
**Last updated:** [November 1, 2017, 2:11pm UTC](https://forums.unrealengine.com/t/unavigationsystem-why-mainnavdata-is-null/373571 "2017-11-01T14:11:03Z")

</div>

I am accessing my NavMesh with the following code: static UNavigationSystem\* const NavMesh = UNavigationSystem::GetCurrent(GetWorld()); But in debug MainNavData is NULL, but in the editor I have a fully set NavMeshB…

[Next page](https://forums.unrealengine.com/tag/navmeshbounds/6906.md?match_all_tags=true&page=1&tags%5B%5D=navmeshbounds)
