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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: alt text

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?

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asked Sep 09 '14 at 06:02 PM in Using UE4

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DasMatze
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avatar image TJ V ♦♦ STAFF Sep 09 '14 at 07:15 PM

Hi DasMatze,

It's hard to tell from the screenshot. Are all of the areas without the NavMesh at the same height as the rest?

avatar image DasMatze Sep 09 '14 at 08:19 PM

Hi!

Yes, they are and they line up perfectly: alt text

The wooden boards on the ground have no collision.

123.jpg (242.4 kB)
avatar image TJ V ♦♦ STAFF Sep 09 '14 at 08:23 PM

Could you also post a screenshot of your NavMesh volume in the editor and the settings?

avatar image DasMatze Sep 09 '14 at 08:37 PM

Sure! The navmesh bounds volume is in the center of the map (where the platform is) and has extents of 20000 units in each direction: alt text

And these are the settings: alt text

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456.jpg (68.1 kB)
avatar image Pierdek Sep 09 '14 at 08:43 PM

Lower cell size.

avatar image DasMatze Sep 09 '14 at 08:46 PM

As I mentioned in the first post, I messed around with the settings before. Not even decreasing the cell size to 1 fixes it.

But thanks for the suggestion!

avatar image TJ V ♦♦ STAFF Sep 09 '14 at 09:02 PM

I'm wondering if it might be because of how narrow the hallways are.

If you haven't yet, try lowering the Agent Radius. This will reduce the amount of space between the NavMesh and the walls.

avatar image DasMatze Sep 09 '14 at 11:15 PM

I tried that. No luck. What else I tried is putting down the sections of the dungeon by hand. That works as intended.

So the problem is somewhere in my dungeon generation process. There I noticed the navmesh doesn''t appear to update when "set static mesh" is executed. Even when I rebuild the navigation afterwards via the right console command.

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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.

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answered Sep 10 '14 at 02:38 AM

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DasMatze
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avatar image TJ V ♦♦ STAFF Sep 10 '14 at 01:23 PM

I'm glad you got it working. I was playing around with this and you may also get the same results if you move the Navmesh Volume.

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