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Navmesh issue on packaging

Hi, I'm using a custom navmesh made from 4 navmesh bounds volumes and many navmodifiervolumes.
After moving one of these, the navmesh area is calculated and look like this :

After restarting the editor, the nav mesh look like this : pic2

Note the difference on the right part of the nav mesh. When moving the corresponding volume, the navmesh is recalculated and correct during gameplay.
However, after packaging the game, the navmesh used corresponds to the first one (see pic1) and moving in the right area of the map is impossible (movement is restricted to the navmesh).
Any idea about rebuilding nav mesh at packaging and/or beginplay ? Any other idea to correct the issue ? Deleting and replacing the volume doesn't change anything.
Thanks a lot !

Product Version: UE 4.15
navmesh.png (962.0 kB)
navmesh2.png (961.8 kB)
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asked Apr 12 '17 at 03:01 PM in Bug Reports

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Teapot Creation
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I'm assuming you're using static navmesh, and if so this can be a navmesh streaming issue. Navmesh chunks for streaming are saved in the level where the bounds volume is. Please share more details on your setup regarding levels, volumes and streaming methods. Try moving all the volumes to the persistent level - does that help?



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answered Apr 12 '17 at 03:28 PM

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MieszkoZ STAFF
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avatar image Teapot Creation Apr 12 '17 at 03:37 PM

Hey MieszkoZ,
Yes I use static navmesh, indeed. It seems that I finally found the mess : the volume at the right was 50 units height, and looks like this caused issues. Setting it 100 height solved the problem. Moving all the meshes changed nothing. The only volume that caused the error was this one, so I assumed it should be the issue.
Thanks for the suggestion though !

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