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AI Navigation fails with navmesh set to Dynamic runtime generation

I'm having trouble moving an AI character to another actor when runtime generation is set to dynamic. It works if I set it to static, but gives an Aborted error otherwise. I can see the cell updating when I start the simulation, changing from green to red and back to green. I assume the update triggers an error, and then in the visual logger the RecastNavMesh throws a warning: FPImplRecastNavMesh::InitPathFinding start point not on navmesh.

Am I doing something wrong?

Product Version: UE 4.8
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asked Jun 28 '15 at 10:45 PM in Using UE4

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coredump
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avatar image shauki Jul 30 '15 at 09:25 AM

I have a large equipment traveling and AI character moving on correctly only before it moves. I think the navmesh is not updating correctly. Have you found the solution for your case?

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I had a similar issue to this one and I fixed it. I had a collider on my pawn that had "can effect navigation" set to true, and I had it blocking navigation. My thought process was that this would prevent pawns from running into each other. The problem was that the collider meant that the pawn blocked its own starting point in the navigation. The way to fix this was to get rid of anything on the pawn that would affect the nav mesh and to instead go to the movement component and turn on RVOavoidance and set the radius for the character pretty high. Hope this helps.

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answered Jul 30 '15 at 04:59 PM

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JimmothySanchez
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avatar image shauki Jul 31 '15 at 08:25 AM

I took off Dynamic Obstacle on the capsule of the ThirdPersonCharacter. In the editor the dynamic navMesh looks green but in simulation keeps red in several places and the character does not move. With static navmesh all works

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avatar image shauki Jul 31 '15 at 08:29 AM

I even deleted the character from the scene and the mesh remains red without doing any movements of the machine.

avatar image JimmothySanchez Jul 31 '15 at 02:18 PM

Looks like you may have a different problem than the one that started this topic. I suspect something is up with the settings on your nav mesh. Does this only happen with run-time generation set to dynamic?

avatar image shauki Jul 31 '15 at 03:50 PM

exactly, only on dynamic

avatar image UpARiver Sep 08 '16 at 09:07 AM

Bump, I'm having the same issue. My ai moves very weird with the Navmesh set to dynamic.

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