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Instanced Static Meshes affecting NavMesh (C++)

I am using Instanced Static Meshes to procedurally generate dungeons for my university project. I have created an actor to serve as a variety of meshes to make a room module but whenever the player walks on them the movement is clunky/buggy and areas cannot be accessed at all.

Whenever I drag the module into the editor and show the navigable areas the whole room can be navigated but during run time there are inaccessible places within a room. Is this a problem with Instanced static meshes? This problem does not exist with regular static meshes.

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asked Feb 06 '15 at 02:21 PM in C++ Programming

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avatar image Moss Feb 07 '15 at 08:00 PM

Have you changed any property of your NavMesh?

avatar image Karner Feb 08 '15 at 05:20 PM

I've only fiddled about with it to try and get it working but nothing that made it break in particular.

avatar image Moss Feb 08 '15 at 06:22 PM

Have you set the 'Build on Run-time' flag? alt text

nav.png (9.6 kB)
avatar image Karner Feb 08 '15 at 06:36 PM

Yeah, that's ticked. The issue isn't that the player cannot move at all but rather gets stuck where he shouldn't. It's the default 44x92 character from the starter content.

avatar image Moss Feb 08 '15 at 06:41 PM

Could you check if you got any holes in the mesh when playing?

avatar image Karner Feb 08 '15 at 06:47 PM

There's no holes in the moveable area as the meshes overlap by 1cm.

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