[4.6.1] - Navmesh not generating over instanced static meshes
I have a custom actor in my level which is spawning static mesh instances representing the geometry of my level at runtime. I have created a NavMeshBoundsVolume and set it's extents to cover the entire area I could possibly generate geometry in. My project settings has rebuild navigation at runtime checked, as does the rebuild at runtime setting in my level's recastnavmesh instance.
This is what I end up with -
Which is not what I want... I want all the static meshes to be covered by the nav mesh. Is this intended behavior or do I need to tweak some setting on the navmesh / project somewhere?
Edit : Someone in IRC suggested I take a look at the collision settings of my meshes, so I removed all collision meshes from the meshes I am referencing in my instanced static mesh components, and replaced them with simple box collision meshes. I checked the collision settings on the instanced static mesh components themselves and everything seems to be good, but still not working :/
I was able to get the recast nav mesh to regenerate correctly by calling AActor::ReregisterAllComponents() on the custom actor which holds reference to my instanced static mesh components. I noticed that when I changed a property in the editor, this function was being called, so I called it myself and navigation seems to have righted itself.
I doubt this is the ideal way of addressing the problem, but until it presents a problem I'll accept it as a solution.
answered Feb 17 '15 at 03:01 PM
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