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4.20.x and Dynamic NavMesh problem

Hi guys,

our game uses procedurally generated levels and we're experiencing a problem with dynamic NavMesh.

On 4.17.x it all worked just fine. When we switched to 4.19.x it was not working anymore, so we had to add a little hack: once the level was generated, we forced NavMesh rebuilding via the console command ('RebuildNavigation'), and it worked again.

Now we moved to 4.20.x and it doesn't work again. At all, even with the RebuildNavigation hack (which, by the way, seems like it's not a console command anymore...where did it go?).

We know that NavigationSystem has been refactored and moved to a dedicated module, we already changed all the relative header includes and code, but do you guys have any idea on what would be the right setup to make it work again with procedurally generated levels?

We also saw that there are now quite a few new options in Project Settings -> Navigation System, and we already tried to enable/disable them to see what would happen, to no avail.

Thanks for your help!

Product Version: UE 4.20
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asked Oct 16 '18 at 09:58 AM in C++ Programming

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avatar image HarleyFuagras Nov 06 '18 at 12:52 PM

Hi, have you found any solution for this problem? We are having the same issue regarding the RebuildNavigation hack. Thanks!

avatar image DarkwindRichard Nov 07 '18 at 02:56 PM

Hi Axe and Harley,

Are you both using what is now called UNavigationSystemV1? If so, does directly calling its Build method work? (That's all the RebuildNavigation command does.)

avatar image AXE Nov 07 '18 at 08:05 PM

Hi DarkwindRichard,

yes, we're currently using UNavigationSystemV1. What we noticed is that sometimes the navmesh is not being generated at all. To make it work, we need to change the supported Nav Agents Radius or Height in the Project Settings. Other times, the nav mesh is not generated only in certain levels; in such cases, we just remove any profile for supported Nav Agents in Project Settings, and it works again (until the next time...).

The Build method does not solve the problem (it used to work when we used the old NavigationSystem's RebuildNavigation method).

avatar image DarkwindRichard Nov 08 '18 at 04:03 PM

Hi Axe,

Are you using level streaming for your procedural generation?

avatar image AXE Nov 08 '18 at 06:25 PM

Yes, exactly. We use level streaming.

avatar image HarleyFuagras Nov 08 '18 at 08:52 AM

Hi DarkwindRichard, is there any way to call this Build method from Blueprints?

avatar image DarkwindRichard Nov 08 '18 at 04:04 PM

Hi Harley,

That function is not directly exposed to Blueprint, but what you could do is create a Blueprint function library in C++ that has a function in it to call Build on a nav system.

avatar image HarleyFuagras Nov 13 '18 at 10:36 AM

Thanks DarkwindRichard, undesrtood.

However I am afraid we are having the same problem as AXE. We are also using level streaming for procedural generation and where the old RebuildNavigation command method worked before, the new Build method fails.

Any idea?

avatar image looter_udn Dec 24 '18 at 12:57 PM

We seem to be encountering the same issue on 4.20.2

avatar image AXE Dec 24 '18 at 02:07 PM

Yep, the problem is still there. We managed to find a workaround for now (having a Nav Mesh Bounds Volume that atuomatically centers and resizes itself to encompass the whole procedurally generated level).

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