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NavMesh Ignoring Instanced Static Mesh Actors Generated Through a Blueprint

Hey guys,

I put together a blueprint that generates walls for a maze-like level using Instanced Static Mesh Actors intending for my AI character to walk through the maze by using the NavMesh to find its way through. However, upon implementing the walls, the NavMesh fails to recognize them and my AI just walks stright into a wall if it encounters one. How can I get the NavMesh to "see" the Instanced walls?

Product Version: UE 4.10
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asked Nov 18 '15 at 04:17 AM in Blueprint Scripting

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avatar image MashHap Dec 19 '15 at 05:15 PM

I am having this issue as well

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2 answers: sort voted first

In case someone still has this problem...

I was trying to do the exact same thing: Use a blueprint to create a randomly generated maze, but the NavMesh didn't update so the AI characters were running into the walls.

I fixed it by adding a slight delay (0.2 secs) in the Maze's BP Event BeginPlay node. Not sure why this works, but it does.

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answered Apr 29 '16 at 06:43 PM

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avatar image Interitus384 Sep 26 '16 at 01:43 AM

This solved the problem on my end as well. Level generated with instanced static meshes. I am running 4.13

avatar image Arveanor Dec 08 '18 at 08:38 PM

Just to add onto this a bit for posterity, this also fixed my problem in 4.15, I added the delay node in my level blueprint just before it calls my ISM's method, which actually does all of the loading, and it works great, not sure why it's needed though, would love to understand that.

avatar image luklew10 Feb 13 '19 at 09:40 PM

possibly to do with race conditions, the order the engine loads things.

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If the walls are generated at runtime then you should set the collision to block all dynamic. The navmesh should automatically update when spawned in. If not, then you could try to lerp the mesh over a few frames after you spawn it in and hope that it will pick it up. Also make sure you have Can Ever Affect Navigation checked (it's in the pulldown in the collision section of the actor) Should be checked by default.

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answered Nov 18 '15 at 05:43 AM

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avatar image AverageAce Nov 18 '15 at 07:50 AM

Block All Dynamic is set on the mesh components as is Can Ever Affect Navigation but my NavMesh still isn't picking them up :/

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