Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Navmesh not rebuilding at runtime correctly


I'm currently working on a procedurally generated level. All the generation is done on begin play in the level blueprint, after which, the navmesh is rebuilt. However, some of the walkways generated are missed by the nav mesh.

As far as I can tell this is entirely at random. All of the meshes have collision and affect navigation. Even more perplexing is that an instance of a mesh might have the nav mesh generate on it, but another instance of the same mesh won't have nav mesh on it.

Nav mesh screenshot 1

Nav mesh screenshot 2

Any ideas?

UPDATE : So after some messing about with, if I eject from the game, grab the walkway actor (the walkways throughout the level are all static mesh components attached to one actor) and move it a few units out of position it rebuilds the nav mesh redbuilds correctly.

Still don't have the first clue what the issue is though.

Product Version: UE 4.11
more ▼

asked Apr 13 '16 at 01:27 PM in Using UE4

avatar image

226 24 22 36

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

After modifying the ProceduralMeshComponent, do this: UNavigationSystem::UpdateComponentInNavOctree(*MyProceduralMeshComponent);

more ▼

answered Jun 12 '18 at 12:37 AM

avatar image

26 4 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question