Dynamic Navmesh Different in Packaged than Editor
I've run into a new problem in 4.21. Having some serious difficulties generating navigation meshes on dynamic terrain. The biggest problem is that after some tuning things seem to work fine in the editor but when packaged, there are seams in the navmesh that prevent AI from crossing.
These are my navigation settings
[/Script/NavigationSystem.RecastNavMesh] RuntimeGeneration=Dynamic AgentMaxSlope=46.000000 TileSizeUU=1000.000000 AgentMaxStepHeight=64.000000 bFixedTilePoolSize=True bForceRebuildOnLoad=True bDoFullyAsyncNavDataGathering=True
[/Script/NavigationSystem.NavigationSystemV1] CrowdManagerClass=Class'/Script/AIModule.CrowdManager' bAutoCreateNavigationData=True bSpawnNavDataInNavBoundsLevel=False bAllowClientSideNavigation=True bShouldDiscardSubLevelNavData=True bTickWhilePaused=False bInitialBuildingLocked=False bSkipAgentHeightCheckWhenPickingNavData=False DataGatheringMode=Lazy bGenerateNavigationOnlyAroundNavigationInvokers=True ActiveTilesUpdateInterval=1.000000 +SupportedAgents=(Name="Common",Color=(B=0,G=255,R=140,A=164),DefaultQueryExtent=(X=50.000000,Y=50.000000,Z=250.000000),NavigationDataClassName=None,AgentRadius=35.000000,AgentHeight=144.000000,AgentStepHeight=-1.000000,NavWalkingSearchHeightScale=0.500000,PreferredNavData=None,bCanCrouch=False,bCanJump=True,bCanWalk=True,bCanSwim=False,bCanFly=False) DirtyAreasUpdateFreq=60.000000
This problem is new to 4.21. Everything was working in 4.20. I did notice now that without setting to fully async, NavigationInvokers stopped working as well.
asked Nov 17 '18 at 02:49 PM in Bug Reports
I've had some luck tuning the CellSize and TileSizeUU settings. Seems more stable when TileSizeUU is divisible by CellSize. On a larger map, I used TileSizeUU=3072 and CellSize=32 and worked in the build.
answered Jan 02 '19 at 07:55 PM
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