Dynamic navmesh incorrectly placed after world origin shift
Version: Im on vanilla 4.14 (no hotfixes)
Replication steps: Ive replicated it in content examples for 4.14. Pick one long corridor map (i used Volumes map), add in navmesh bounds(centered on the player spawn ideally), stretch it across the map so it covers the floor.
Edit the players pawn, add event for on release keypress (F for example) and call exec node "SetWorldOrigin" (that sets the world origin to current players position)
Also add navigation invoker on the pawn. Ive used inner radius 1000 and outer 1500.
Setup the dynamic navigation generation (i cant find the link, but theres video with mieszkoZ where he explains the runtime navmesh generation) Its in project settings.
Then run PIE, use "show collision" in console, turn towards the corridor and walk forward, you will see the navmesh generate before you, then when you press F, the world origin is shifted, and then when you walk around the corridor and generate new navmesh, it will be incorrectly placed. (to best show the incorrect offset is to walk only a bit away from the center of the nav mesh bounds, so the resulting navmesh is offset only slightly).
asked Jan 26 '17 at 04:38 AM in Bug Reports
I've implemented a dirty fix for my issue. Maybe this helps to implement a good one. My changes are marked with HACK START/END:
answered Jul 04 '17 at 12:42 PM
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