Nav mesh generates on bottom of bounds
As shown in the picture below, if the volume is big, the navigation seems to generate on the very bottom of the navigation bounds volume, instead of on the mesh it is suppose to generate on. If the nav mesh is small it doesn't do this, but it has to be big, as my level is dynamic and could generate in any direction. I managed to solve this problem before but I moved my nav mesh in one of my streaming levels and broke it.
I assume pathfinding doesn't work properly? I meant that what we're seeing is not just a debug drawing bug. Regardless, I've never seen anything like this before. It would be awesome if you took time and made a repro project out of your game. If we had that we could easily investigate what's wrong.
answered Dec 26 '16 at 08:36 AM
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