Navigation Object Base not Validating

Hello,

Binary Version 4.3.1 - 2226335

Navigation isn’t successfully validating itself.
I’m able to move a NavObject such as a PlayerStart into ground, or a wall, and it still lets me start PIE and spawns my player at Vector(0,0,0).

I’ve tried this across multiple projects, even a fresh one.
I’m not sure if this has been fixed in latest preview build, but I’ve asked another user, and they said it was same for them.

No BadSprite appearing.

I extended “ANavigationObjectBase” and overridden Validate function and it is being called, but not working as it should.

Repro Steps

  1. Create an empty project
  2. Drag an navigation object into any other colliding surface
  3. Nothing happens

Not sure if it’s all that important of a bug, and it has probably already been logged.
I saw in “FindBase” function in docs that there are parts to be repaired, but I thought validate function should have handled sprites, etc.

I didn’t even notice there was an issue until I create my own auto actor spawning NavObjects, which, when there is a navigation overlap problem, always fail since I have collision checking on.

I know you can always just look at NavObjects and double check yourself, but it was a nice feature.

-Thanks

Hey Loken01,

When I create a new blank project with starter content and drag PlayerStart into floor, it displays BADsize as expected. Are you seeing something different in that situation? I’m trying to find specific examples where this is not working and not finding anything. Thanks!

Hey ,
I’ve rounded it down to simply ignoring CSG.
It works fine on any mesh, but not world geometry.

Or maybe this is intentional?
Thanks!

Hey Loken01,

I’m not sure whether it’s intentional, but BSPs don’t generally respond to collision or physics as Static Meshes do, so I’m not surprised. I can confirm that you are correct, and I’ll be entering a bug report for it. It may not be resolved until Geometry 2.0 tools are implemented, however, and that is not currently being worked on. You can vote for it on Roadmap, if you’re interested:

Thanks for report! Let us know if you discover any other unusual behavior with NavObjects.

I fixed this on 8/19/14, it will make it to next release. Thanks for report!