Navigation Mesh Rebuild At Runtime causing 20-40 fps loss
Build Version: 4.8.1-2591939
Description: Navigation mesh gets fully rebuilt as soon as the game is played, causing a huge fps drop on a big map with a large nav mesh. With "Runtime Generation" set to "Dynamic".
Result: A 20-40 fps drop just after begin play until the nav mesh is fully built. Instead I was hoping the engine could use the initial state of the pre-built nav mesh (like the Static option) and then continue working like Dynamic after that. As opposed to having to rebuild the mesh from scratch.
This issue seems to be the exact same as one found a while ago in 4.5: https://answers.unrealengine.com/questions/118670/45-navigation-mesh-rebuild-at-runtime-causing-20fp.html
I've also tried using the new option "Dynamic Modifiers Only" on "Runtime Generation". But wasn't able to get any navigation working at all. Same issue as this unanswered thread: https://answers.unrealengine.com/questions/246236/navigation-fail-with-dynamic-modifiers-only.html
I read the description of "Dynamic Modifiers Only" in: https://docs.unrealengine.com/latest/INT/Support/Builds/ReleaseNotes/2015/4_8/index.html That's all the documentation I could find on it. And it sounds like it's supposed to work exactly like the "Static" option when there are no nav modifiers in the map. But in practice it doesn't work this way and I can't figure out how to use it.
asked Jul 14 '15 at 07:45 PM in Bug Reports
After reading over your post I found that the setting "Dynamic Modifiers Only" works with little to no frame rate drop and my characters are able to navigate as expected. However, I was able to reproduce the frame rate drop that you are seeing with the dynamic settings. I have written up a report ( UE-18627) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available.
Make it a great day
answered Jul 14 '15 at 09:18 PM
Rudy Triplett ♦♦ STAFF
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