Why does my navmesh create small, independent clusters?
I have a dungeon that's randomly generated. But the (dynamic) navmesh generation only creates small clusters:
I tried messing around with the navmesh generation settings but nothing fixed this. The models use per-poly colision. It's definately not a problem with the models, as it works on each of the few models but not on each of the many actors.
Is there any way to fix this?
asked Sep 09 '14 at 06:02 PM in Using UE4
I solved it by automatically moving all my meshes a tiny bit and then back to the original location once the dungeon generation process is done - that updates the navmeshes which didn't update when static mesh components were changed or added.
answered Sep 10 '14 at 02:38 AM
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