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Dynamic Nav Mesh does not update when procedural mesh is moved in a project packaged for linux.

I've built a level where I have nav mesh that is dynamic at run time. There is a procedural mesh in my level. Everything works fine when I run in editor. As you can see from this image:alt text

But when I package the project for linux. The nav mesh no longer properly regenerates. As you can see from this image: alt text

I've attached the project ProvNavTest.zip for ease of debugging.

I think I've narrowed down the problem to

this block of code:

     if ((AggGeom.ConvexElems.Num() == 0 && CDP == NULL) || !bHasCookedCollisionData)
         return NULL;

from Engine/Source/Runtime/Engine/Private/PhysicsEngine/BodySetup.cpp always returning NULL in the linux build.

when I change that code to read:

     if ((AggGeom.ConvexElems.Num() == 0 && CDP == NULL) && !bHasCookedCollisionData)
         return NULL;

It seems to work, but I am not sure that is an appropriate fix.

Product Version: UE 4.13
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asked Mar 13 '17 at 11:39 PM in Bug Reports

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Hey TMIVLeap-

Are you referring to the portion of the nav mesh on top of the sliding box? If the change you made was able to solve the issue for you, the best option would be to submit your fix as a pull request on GitHub (https://github.com/EpicGames/UnrealEngine/compare?expand=1) for consideration to be added directly to the engine.


Doug Wison

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answered Mar 16 '17 at 03:05 PM

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