Recast Nav Mesh error when packaging
Hi, I have a couple of maps in my project and one of them is based on static nav mesh while the other is based on the dynamic nav modifiers runtime enabled. While I was doing a package test today, I got the following error: LogObj:Error: LoadConfig (/Script/Engine.Default__RecastNavMesh): import failed for RuntimeGeneration.
The issue can be reproduced using the following method in the default Top Down template: 1. Go to Project Settings >> Navigation Mesh >> Set Runtime Generation to 'Dynamic Modifiers Only'. 2. Then select the Recast Nav Mesh in the scene outliner and override it's Runtime Generation to 'Static'.
Now try packaging the product. It should print out this error and prevent the project from completing the package process.
OS: Windows 10 Enterprise Edition
[I'm not sure if games generally require different levels with different types of nav mesh runtime build status, but I've been working on Marketplace content and hence sometimes require having different options in different maps to showcase different features. As a result sometimes there is a difference between what's specified in the project settings and the recast for each level when it comes to runtime nav mesh generation and hence this issue is kind of problematic.]
I have reproduced your issue, and have entered a bug report (UE-25922). Thank you for your report. I will provide updates as they become available.
Have a great day
answered Jan 25 '16 at 03:08 PM
Sean L ♦♦ STAFF
I have a solution to this problem, well one that solves this from happening to me. Located int DefaultEngine.ini (located in your projects "Config" folder), there is most likely a line that looks like this"RuntimeGeneration=" (minus the quotes) i find when i switch the navmesh to static it creates an invalid entry in this file. To fix it so you can leave it on Static and be able to build, make it look like this "RuntimeGeneration=Static" (minus the quotes).
answered Apr 20 '16 at 05:21 PM
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