StaticNavmesh and level streaming
We have a large map with streaming sub-levels and was wondering if it was possible to use a static navmesh. We want to avoid using dynamic navmesh.
Based on this post https://forums.unrealengine.com/showthread.php?123887-Static-NavMeshes-and-Level-Streaming it should be possible.
I've attempted to put one NavVolume on the persistent level and expand across the entire map then load the sub-levels and save. No Luck.
I've also attempted exactly what ddvlost describes. Placed one one NavMeshBounds in Persistent Level and other volumes in each sub-level. No luck with that either.
Most of the time it only generates a subsection of the navmesh in editor. Sometimes it has really strange behavior. When I load into the level in editor after saving the navmesh it translates all the sublevel navmeshes ontop of eachother and translates them onto a random location.
Any advice on how to setup this properly would be greatly appreciated. Thanks.
asked Sep 11 '18 at 08:40 PM in Using UE4
I see, it could be issue with racast navmesh versioning. When "Build Paths" is executed, it assumes it can completely delete old navmesh (in Persistent level ) and regenerate new one. Recast navmesh most likely has internal version which gets updated when it's re-created so version of navmesh parts which are stored in unloaded sub-levels does not match with a new navmesh. We will look what should be changed to support this workflow.
Hi, that was my post on the forums.
For navmesh streaming, NavVolumes should be setup as described in second method, place NavVolumes in sub-levels. Also make sure that Recast actor "Runtime Generation" property set to "Static". Each NavVolume should be sized to cover geometry in own level, not the whole world. And at least one NavVolume has to be in P-level, even if it does not have any geometry. One thing that can confuse navigation is if there is a Recast actor in the sub-level. Recast actors should be only in P-level. If you see them in other levels, please delete them. Do you use world composition or traditional level streaming? Do you use sub-level transformations? that will not work with Static navmesh.
Follow this question
Once you sign in you will be able to subscribe for any updates here