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NavModifier cannot move with player

add a NavModifier component to player pawn, set "Navigation Mesh/Runtime/Runtime Generation" to "Dynamic Modifiers Only", play in editor, and toggle "show Navigation", then can see the navmesh does not move with player:

alt text alt text alt text

Product Version: UE 4.13
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asked Jan 18 '17 at 09:33 AM in Bug Reports

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1 answer: sort voted first

Hey windywang,

After investigating this issue, I do not believe that it is a bug. If you notice, the component is not a scene component, which means it's not necessarily attached to the component hierarchy that you have set up. As a result, I wouldn't expect it to move with the character. Navigation Modifiers, in my experience, have been used more as a way to alter the Nav Mesh in a specific, static area.

If you'd like your character to create a hole in the Nav Mesh, you can try setting Can Ever Affect Navigation to true and that should give you a similar result based on the character's capsule collision.

Have a great day

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answered Jan 18 '17 at 02:09 PM

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Sean L ♦♦ STAFF
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avatar image windywang Jan 18 '17 at 02:46 PM

I have tried that, the obstacle area does not move with player, either

avatar image Sean L ♦♦ STAFF Jan 18 '17 at 03:09 PM

What exactly are you looking to accomplish, overall? It's possible that this is not the best way to go about this and I may be able to offer some alternatives.

avatar image windywang Jan 19 '17 at 03:06 AM

I want to add a dynamic obstacle area for every player, but the UNavArea_Obstacle type could not be excluded from ProjectPointToNavigation, so I want to use UNavArea_Null instead

avatar image MieszkoZ STAFF Jan 18 '17 at 03:36 PM

If you want a pawn to affect navmesh generation you also need to set its bCanAffectNavigationGeneration to true.

avatar image windywang Jan 19 '17 at 02:40 AM

it moves with player now, but the navmesh generate some blank areas. there is only one NavMeshBoundsVolume, where are the blank area comes from? alt text

avatar image windywang Jan 19 '17 at 02:59 AM

only the center area can be regenerated correctly alt text

avatar image windywang Jan 19 '17 at 07:54 AM

some tiles disappear after movement

avatar image Sean L ♦♦ STAFF Jan 19 '17 at 03:23 PM

I have a couple of questions:

  • Now that you enabled CanAffectNavigationGeneration,are you still using the Nav Modifier volumes on the characters?

  • Do you have your runtime generation set to dynamic (assuming you do, just double-checking)?

  • Have you tried creating a new, simple level with one character in it to test your Nav Mesh generation? I'd recommend doing this until you can get it working the way you want.

avatar image windywang Jan 20 '17 at 02:30 AM

"runtime generation set to dynamic" resolves the problem, thanks!

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