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[BUG] custom NavArea is not working till restart

Hi, found a little update bug for the 4.11 and for the 4.12 preview:

New navigation Area classes won't draw on NavMesh, work for EQS or AI nav... till I restart the engine °_° I'm not working with c++ till now, it might work with c++ classes.

Product Version: UE 4.11
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asked Apr 29 '16 at 07:10 PM in Bug Reports

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BOBtheROSS
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avatar image Schalk Apr 30 '16 at 12:44 PM

Hi,

I can confirm this does the same thing with a C++ projects. Migrated a project from 4.10 over that did not have this issue, but does have it in 4.11.2

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Hello,

I have been able to reproduce your issue, and have entered a bug report (UE-30174). I will provide updates on this issue as they become available. Thank you for your report.

Have a great day

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answered May 02 '16 at 02:52 PM

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Sean L ♦♦ STAFF
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avatar image JonathanADaley Mar 13 '17 at 09:11 PM

I wanted to post that I've run into this bug in both 4.14.3 and 4.15.0. New NavArea's won't work until the Editor is restarted; they don't color the Nav Mesh, and don't work in custom Nav Query Filter's.

I'm working on a Blueprint Only project. After an Editor restart, everything works fine.

avatar image Sean L ♦♦ STAFF Mar 14 '17 at 12:52 PM

Hey JonathanADaley,

Thanks for the update. The issue has not been resolved yet, but you can use the link below to keep an eye on the status of the issue:

https://issues.unrealengine.com/issue/UE-30174

Have a great day

avatar image JonathanADaley Mar 15 '17 at 04:30 AM

Thanks for the link. The work around of closing and reopening the editor, and then making a small modification to whatever Nav Modifier is using the new Nav Area (like adjusting its Z position) works to fix the issue.

avatar image C1p86 Jun 19 '17 at 08:15 AM

I've just foundthe same problem in 4.15.2

Custom navmeshes did not affect navigation. I've found out that they stop working after setting collision to NoCollision (setting to NoCollision and closing and opening the project or moving the modifier makes it stop affecting navigation). Setting "Collision Preset" back to Overlap all (or any other preset) and then MOVING the nav modifier makes it work again.

avatar image C1p86 Jun 19 '17 at 08:49 AM

I temporarily resolved with these settings: Collision Preset: Custom Ignore ALL

avatar image CanadianGuy43 Mar 09 '18 at 12:20 AM

4.18.1 still has this issue :(

avatar image DARK_ETERNAL Jan 16 '19 at 05:06 PM

With 4.20.3 it won't work at all creating custom NavArea derived BPs. Creating it with C++ will work with the stated workaround

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