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Navigation Invokers and Pathfinding broken by Physics Volumes

Hey everyone.

The game I am working on involves AI and a large world composed of randomly generated world tiles. Due to this, I need to create a dynamic Nav Mesh with navigation invokers. My problem is water plays a big part in this game, and I have rising and falling tides which need to work with the AI pathfinding.
My current solution has been to have a Box Collision encompassing the space of the water, rising and falling as needed. However I have found when these volumes are in the scene set to anything other than NoCollision they seem to utterly break the Navigation Invokers ability to create a Nav Mesh surrounding itself. It seems to even not be really related to whether or not it is even in the same area as the Box Volumes.

I have made an image that will hopefully illustrate the problem...

alt text

I found this thread, which seemed to experience similar problems involving physics volumes and nav invokers. Similar to them also, my AI characters remain static, but as I get closer to them the Navigation Invokers suddenly begin to work correctly.

I am also open to other ways in which to do water if anyone knows an alternative. As these pawns simply float on the surface and cannot dive it is effectively just a walking plane moving up and down. If anyone has any idea how to get that to work with a Nav Mesh, I would be grateful.

It should also be worth noting that the water is a giant plane interesecting these landscape meshes. I am unsure if the intersection between the two of them is the problem?

Product Version: UE 4.21
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asked Mar 01 '19 at 12:29 PM in Blueprint Scripting

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