AI Navmesh Runtime Generation Not Working

Hello,

I am actually on a 3DSide-Scroller project where map is a voxel-typed. It generate a procedural mesh digable like in Minecraft.
I’m working on AI part and I have a problem, NavMesh is set to Dynamic but don’t rebuild when map is digged, I’ve searched somes explanations. This will probably come from the fact that the dynamic is not working on a procedural mesh.

More precisely I have an ennemy wich is patrolling. When it see the player, he chase him , so ennemy may jump out of any plateform and can also dig to chase the player underground.

I am looking for a hint that would tell me where to go.

Thanks in advance.

Just need to rebuild the mesh. There’s a console command, I believe its RebuildNavigation, that was added a while ago. Not sure if they ever added a BP function.

The way I do it is to have an actor that has a component tagged with the Can Effect Navigation, when moved will force an update.

I tried the SetAffectNavigation function on my ennemy, but it seems it’s not working as expected. Navigation parameters are set to “Dynamic”.
The navmesh seems to be reloaded but it’s not updating when I dig, it should add a path into my tunnel but it doesn’t.

I think you need to have something change that effects the navmesh or else it won’t rebuild. In my last comment, I have objects flagged with Can Effect Navigation that does it for me. You may want to look at navinvokers as well - attaching one and forcing an update on one attached to your player.

I have tested your tips. I have set the CanAffectNavigation without any success.
When I add a Navigation Invoker to my ennemy, it load navigation around him, but terrain modifications aren’t repercuted.
Navmesh is loaded and unloaded when it’s out of the Invoker radius.
268585-

I have set in Navigation System “Generate Navigation Only Around Navigation Invokers”

Do you have another advices about these ?

(Also, I was thinking about creating my own navigation system if I can’t overtake this problem. But it could be more complicated ^^')

Maybe this can help: strong text :blush: