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Two Nav Meshes in Packaged Build

I'm using Load Level Instance to stream in levels, some of which contain NPCs. When these instances get streamed in, the Nav Mesh is updated.

I have my RecastNavMesh set to Runtime Generation: dynamic Force Rebuild on Load: True

Everything works fine in PIE and Standalone games.

But when I do a Package build the original nav mesh remains and a second nav mesh gets dynamically generated. Only NPCs on the original nav mesh can move. Any that stand exclusively on the newly generated nav mesh can't move. They immediately abort any MoveTo commands and, can't seem to find paths along it.

Product Version: UE 4.21
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asked Dec 07 '18 at 07:13 PM in Bug Reports

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avatar image Jeff A ♦♦ STAFF Dec 07 '18 at 08:04 PM


We've recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.



avatar image Arkaivos Jan 04 '19 at 08:02 PM

I'm having the same exact problem. Even removing the "Force Rebuild on Load" does not solve the issue.

avatar image Aeromir Mar 10 '19 at 07:41 PM

Any fix on this yet?

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