Standalone dynamic navigation not working, works fine when PIE
We are struggling for ideas as to what else we can try to fix this situation. Our EQS all (100%) fail when running standalone but work great when running PIE.
We are a VERY large world ( > 500sq/mi) with streaming levels
We have tried putting the Nav Mesh Bounds Volume in both the levels and the master as we have seen both recommended, makes no difference. We also trying making the Nav Mesh Bounds both static and moveable as we saw someone mention this helped them.
We have tried on an empty one of our landscape files, still does not work.
If we try on a new test map it does work, so no repro outside our game.
I have tried every combination in the Navigation System and Mesh Engine settings to no avail. We are assuming: Auto Create Navigation Data needs to be false (or you get the oct tree crash) Allow Client Side Navigation true Generate Navigation Only Around Navigation Invokers true (and we use invokers on our bot spawners before they spawn) Active Tiles Update Interval is 1.0 (tried 0.1 to 1.0)
Fixed Tile Pool Size is true Tile pool size : have tried 1000-10000 Tile Size uu : saw to stay under 10000 have tried 64-8000 Max Simultaneous Tile Generation Jobs Count : have tried 1 - 1024 Tile Number hard limit : from 256-1048576
I tried setting Max Simultaneous Tile Generation Jobs Count again at run time, did not fix.
I output IsNavigationBeingLoaded every tick, while in PIE its usually true but in standalone its almost always false. Not sure if Standalone is that much more optimized or if this is a sign of the issue at hand.
If you turn on Nav Mesh while running in PIE its nicely covering everywhere you would expect.
Any ideas of other things we can try would be really appreciated.
asked Feb 24 '17 at 06:29 AM in Bug Reports
With such a large world, I'd recommend using Navigation Invokers attached to objects/characters that need the Nav Mesh as they will be able to use the invokers to generate nav mesh only where it is needed. This will greatly cut down on performance cost and shouldn't cause any issues, even if all of your Nav Mesh Bounds Volumes are loaded in your persistent level, as if there are no invokers present, there won't be any actual generation happening in those areas.
Let me know if you have any further questions or if this doesn't work for you.
answered Feb 28 '17 at 04:15 PM
Sean L ♦♦ STAFF
It was resolved for us by adding the console command rebuildnavigation to our startup.
answered Mar 02 '17 at 12:39 AM
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