NavMesh agent size changes at runtime
Build version: 4.7.0-2455222
I'm having strange behaviour with NavMesh. When I enable bCanAffectNavigation on Pawn in runtime, the rebuilded NavMesh uses default agent size instead of what is set in RecastNavMesh-Default actor or in Project settings. This is happening in my main game project but I made a small repro project to demonstrate the issue.
Here are my NavMesh settings: RecastNavMesh-Default actor
When CanAffectNavigation is disabled the NavMesh is built fine:
After enabling CanAffectNavigation the newly generated NavMesh is using wrong agent size
Here's link to a simple repro project: link text
I'm happy to provide more info if necessary. Thanks for looking into this!
asked Mar 12 '15 at 06:52 AM in Bug Reports
Thank you for the report. I was able to reproduce the issue and have submitted JIRA UE-11956. Our developers will be investigating the issue further and we will post here with updates as we get them.
answered Mar 16 '15 at 08:14 PM
TJ V ♦♦ STAFF
For me is just working fine. I'm using 4.7.2. Maybe you just need to update, or something is just wrong with your project. Hope this helps :)
answered Mar 12 '15 at 07:40 AM
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