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Why doesn't the Navmesh rebuild in real-time when physics objects are moved? (UE4.1.0)

Details: https://www.youtube.com/watch?v=_dsOZPFLvaQ&feature=player_detailpage

Navmesh rebuild only after "mouse button release" event.

**Navmesh "in play mode" is same! ( http://youtu.be/rpF55U5JcQo)**

It is possible to rebuild Navmesh with physics objects in dynamics?

P.S: i found this: https://docs.unrealengine.com/latest/CHN/API/RuntimeModules/Engine/AI/Navigation/ARecastNavMesh/index.html

and this: https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation

https://wiki.unrealengine.com/Blueprint_Node:_Create_Object_from_Blueprint

It posible to create new "Blueprint function call: RecastNavMesh"?

But i am not a programer and i don't know how do this.

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asked May 06 '14 at 10:34 AM in Using UE4

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AntonioModer
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2 answers: sort voted first

In UnrealEngine 4.2.0 this is work: http://youtu.be/MPIebbOGD6A

Thanks Epic! :)

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answered Jun 13 '14 at 09:39 PM

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AntonioModer
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Hey Antonio,

NavMesh generation doesn't work with physics currently. This is a known issue.

In the meantime, you may need to have your physics object begin play in it's final location, then move it to where it is falling from at runtime and let it fall from there. This will only really work if you know exactly where the physics object will fall, such as a box falling straight down. For more complicated objects, you may need to fully animate their movement to make sure it lands where you want, and follow the same process.

I know it's not ideal, but we are working to improve the NavMesh system currently and hope to have issues like these resolved quickly.

Thanks for your report!

Ben Halliday

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answered May 06 '14 at 08:20 PM

avatar image AntonioModer May 06 '14 at 08:51 PM

Thank you!

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