Navmesh geometry doesn't match the rotation of Foliage instances

Hi,

The issue is pretty much that when you paint in meshes with the Foliage tool at randomised rotations, the nav areas around those meshes will not reflect it, resulting in the navmesh not precise enough for its purpose. In our specific case, it result in creatures avoiding perfectly good paths between rocks in some places and jumping over rocks they shouldn’t be in others.

Kind regards,

Marcin

Hi Marcin,

I was able to reproduce this, and have entered a bug report, UE-35619. You can track the report’s status as the issue is reviewed by our development staff. We will also follow up here when this issue receives a fix. Please let us know if you have any other questions about this issue, or would like to discuss how you may be able to fix this yourself.