Whole World Navigable seems to disable navigation altogether
There's a toggle in the Engine -> Navigation System section of Project Settings for "Whole World Navigable" which purports to generate navmeshes everywhere, rather than just within bounds volumes.
As far as I can tell, though, this just prevents any navigation data from being created. As a simple reproducer:
Note: when you enable whole world navigable, and delete the navmesh from the scene outliner, the next time you run PIE you'll get a new navmesh object, sequentially named. If you toss a breakpoint in the blueprint debugger to check what's being found by the "first navmesh" query mentioned above, you'll see it's that mesh.
I've also tried setting bRebuildAtRuntime=True in DefaultEngine -- no difference.
Here's a quick screenshot of the goal point and vislog, just to confirm the tracing isn't the problem:
I'm not certain if I'm just missing a critical step here, or if whole world navigable is just not yet ready. Anybody got any experience making it work?
Looks like a bug to me ;) Filed in as TTP#337622. Will have it fixed soonish. 4.3 will have a fix for sure. For now just use bounding volumes, since that's what's being used internally and is guaranteed to work.
answered Jun 04 '14 at 09:27 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here