RecastNavMesh changes Agent Height back to 144

I have set in the project navigation mesh setting that Agent Height is “2” which is the desired size.
The RecastNavmesh-Default changes the setting back to 144 from time to time.
It is very frustrating since navigation of small characters depends on it and the path is not navigable due to change of the Agent Height.
Please fix this.

Hey,

I was able to get the Agent Height to remain at 2 after I changed it and it stayed that way. How often are you noticing that it switches back to 144?

It is hard to say, at least 3 times per week, I had not linked any event to the change since it gets noticed after several hours when things dont work as intended.
I will try to link the change from 2 to 144 to some event/change that was performed.

ok, just tested several things and found probably the triggering event for the change.
Here is how to reproduce it:

  1. create new project

  2. add landscape

  3. add new object collision channel (object type) any name

  4. set object type of the landscape to the new one (change to custom collision)

  5. add nav mesh bounds volume

  6. set agent height to (any than 144)

  7. save project

  8. close project

  9. open project

  10. change the object type of the landscape

RESULT: the agent height will change back to 144

Funny thing is that sometimes it resets by it self when you open the project.

Just to make sure are you in engine versio 4.18.2? I tried the new repro steps and the Agent Height stayed at 2 after loading back up the project and changing the object type of the landscape.

I am in 4.18.2 … , I can share screen if needed.

Can’t do a screen share but if you can get me a gif or a video that could help out.

No problem, here is a video showing the exact issue : https://youtu.be/YqR0Q-yHoR8

Hey,

Thanks for the video that definitely helped me repro your issue. I have logged a JIRA ticket with the developers for them to address this. You can access UE-54086 at anytime to check the status of the bug.

Hello,
Why is this not fixed yet in 4.25? now i have to use some stupid workarounds like placing modifiers. at least it could be something like 200 by default, now its 144… Midget AI inc :smiley:
My character is controlled through AI controller, so there’s going to be a lot of work in an open world if this simple feature won’t get fixed.

Agreed. I’m trying to shorten it to allow multiple NavMeshes (Floor + Hovering enemies)
It looks fine in editor:

But it just resets at runtime and only generates the top navmesh.
(Using instanced levels, so I can’t bake it)

Is there some way to change it through code at least? Atm I can only get the top floor working with dynamic navmesh generation.

Go to Project Settings → Navigation System → Agents

The “Supported Agents” list is likely empty. Add an item to this list. You will notice that the default settings are exactly the default settings which continually repopulate the RecastNavMesh.

Change the Agent Radius and Agent Height here to what you desire. This resolved the issue for me.

My suspicion is that even when this list is empty, it references the initial default values as if there were an item in the list. This is definitely a bug and not by design, as Unreal Engine Issues and Bug Tracker (UE-54086) claims.

6 Likes

thanks a million man.
my pawns finally only null nav in an area that fits their capsule vs something with about twice the radius. solved everything for me.